Packages made to ease generic tasks such as user settings, dialogs, chatboxes, etc
A component required as a dependency on every component. It cares about communicating between components. Just leave it there. Includes:
- TMW_Kernel.cs (the Kernel itself).
- TMW_Conf.cs (the Configuration Kernel).
- TMW_Logs.cs (used in replacement of the Unity's default logs system).
- SceneManager.cs (required on every Unity scene. Its recommended to create a new GameObject on the scene and attach teh script to it).
It allows you to include settings into your game without caring about the logic behind it. You only need to create a GameObject and attach to it the EasyConfigurationUI.cs script. Then, create a Canvas and create there the UI components (Dropdowns, Toggles, Sliders, etc) and attach them to the fields of the EasyConfigurationUI component. On every audio source, you have to attach the AudioController.cs in order to apply the audio settings.
A component that allows you to add achievements easily to your game. In the AchievementsController.cs you MUST specify on the achievementsId array the ids of all achievements. Then, you must attach this script to a gameobject on every scene where you are going to work with achievements (read or write them). The Achievement.cs script is used when you want to display the status of an achievement. You attach the cript to a scene GameObject (on a Canvas) and fill the fields.
It contains some scripts used to mesure statistics. Includes:
- FPS counter.
It allows you to store game dialogs in JSON files. It supports multilanguage and multigender games. You can create a dialog file from the Unity editor (Window > Easy Dialogs > Dialog creator) and/or modify one existing dialog (Window > Easy Dialogs > Dialogs manager). Every dialog file contains a set of dialogs organized as a key value pair. If you want your game to be displayed in multiple languages, you'll have to create a dialog file for each language. Its not necessary to have all the dialogs in a unique file, you can split dialogs in multiple files. For example, a 2 scene Unity game should have 2 dialog files, one per each scene. If the game was available in English and Spanish, you'll have 2 english dialog files and 2 spanish dialog files. You can store them by pairs on different directories. You need a EasyDialogs_SceneController.cs on every scene where you are going to use dialogs. Its recommended to attach this script on the same GameObject where the SceneManager.cs is. Also, the SceneManager.cs script asks you for a reference of the EasyDialogs_SceneController.cs.
It allows you to display EasyDialogs dialogs as chatboxes that use UnityEvents to handle scenarios. Be careful! It uses some Unity's Input behaviour. If you moved to the new Input System you'll need to open the EasyChatbox.cs file and read some comments.
It allows you to display dialogs without having to use custom scripts. You just need to attach the TMW_TextObject.cs file to a Text GameObject and specify the dialog Id. If you enable the toggle subscribe to changes, when the language or referal gender changes, the text will be updated.