Skip to content

Editor Window

Vincent edited this page Feb 6, 2020 · 14 revisions

The Ease Transitions Editor can be found under [Tools/Ease Transitions Editor]


Using the editor window requires a ScriptableObject file to save data to.
One can be created at [Create/Ease Transitions Data].

More setup instructions can be found in the Setup Guide.


The purpose of the editor window is to:

  • Allow organization of transitions with groups and objects.
  • Visualize and test transitions in the editor without having to use play.
  • Show templated code so that the user can copy and implement into their code with utmost flexibility and customization.

Groups contains Objects that will be transitioned.
They can be renamed to whatever the user desires, and can hold as many GameObjects as needed.

Objects are simply data containers for GameObjects and their components.
Linking GameObjects can be done by dragging a GameObject from the scene heirchy into the object bar or via a search in the name bar.

Objects will only display the supported components that they have.
Each component can transition any of its supported values with a single ease defined in the Object or seperate eases from each other.


The Window Tab can be used to drag and dock the window.
Right-clicking it will bring up a context menu with 2 custom functions.

Refresh Data File
Useful for when editing any of the ETS.cs files.
Try this if Null Reference Errors pop up when using the editor window.

Clear Selected
For when the selected group/object no longer exists.
Use this if the editor window is broken and Out of Range Errors pop up constantly while using the editor window.

The Address Bar shows what is currently selected and any file, group, or object linked to it.

Clicking on the address bar will select whatever is clicked.

The List shows a list of all the groups and objects in the data file.
It can be used to add, remove, and overall organize groups and objects.

Right-clicking a group or object brings up a context menu.
Hotkeys affecting the list are at the bottom of the page.

The Header shows the selection's name and/or reference.

A Context Box holds the options or data of a specific setting/type.

The content box will have a name at the top telling what the contents are.
The content box can be collapsed/expanded with the foldout button on the top left.
The content box sometimes has a button to the right for specific actions.

Settings

Show List Show/Hide list on the left. Hotkeys affecting the list will still work
List Width Width of the list on the left in pixels
Show Object Names Show/Hide object names in the GameObjects Content Box when a group is selected
Auto Sort Fields If enabled, sorts the component fields in a custom order
Find GameObjects Finds and links all transition objects to corresponding GameObject in the current scene, needs to be used every time the active scene is changed
Check object Names Renames all transition object's names to their corresponding GameObject name, useful for renaming GameObjects in the scene
Stop All Transitions Stops all ongoing test transitions

Groups

A list of groups.
Groups can added, removed, shifted, renamed, and selected here.

GameObjects

A list of GameObjects.
GameObjects can added, removed, shifted, renamed, and selected here.
If the [Show Object Names] setting is enabled, users can search for the GameObject in the names bar instead.

Transition Testing

Allows the testing and visualization of transitions without using the play button.

Import Values

Sets the start/end of every listed field to the current values in the GameObject.

Ease

Sets the ease options for the transition.
Each field can have a seperate ease if the [Singular Ease] setting is disabled.

The Export Code Box is a context box that allows the user to copy and paste the transition code into their project. This template code can perform the collection, initialization, and transition of GameObjects.

Allowing the transitions to be pasted into code allows the most flexibility and customization for users. Setup and customization of the code can be found in the Setup Guide and Scripting API.

Users can select specific portions of the code or use the Copy button to copy everything.
The current selected will affect how much templated code is displayed.

  • If the data file is selected; all templated code will show.
  • If a group is selected; only the function linked to the group will show.
  • If an object is selected; only the SetTransition() lines will show.

To Use:

  1. Copy code.
  2. Paste code into a C# file - make sure the class name matches the file name.
  3. Call functions inside the class - function names are based on group names.

Hotkeys

Most Hotkeys are for list usage, and will work even if the list is hidden.

Hotkey Function
Up Arrow Select Up
Down Arrow Select Down
Right Arrow Expand Selected
Left Arrow Collapse Selected
Delete Delete
Ctrl + Z Undo
Ctrl + Y Redo
Ctrl + C Copy
Ctrl + V Paste
Ctrl + D Duplicate
Ctrl + X Cut
Alt + Up Arrow Move Up
Alt + Down Arrow Move Down
Alt + Right Arrow Next Selection
Alt + Left Arrow Previous Selection
You can’t perform that action at this time.