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Usage
It's recommended to use the same project configuration (Tags/Layers).
But it's not necessary, Configuration
component allow you to configure most of
the project properties.
Then you can drop Basic Player
and start working.
There are many test scenes to see how things are built.
Most of the components are very reusable-chainable. The best example is IA, that it's implemented as a fake Input and depends on what action you add you can achieve many different behaviors with no extra code.
unity-platformer
require UnityTestTools or at least to remove the Assets/Test
folder.
The rest of libraries are optional. And handled with a macro
-
CharacterAnimatorSpriter.cs
macro: UP_USE_SPRITER
Require SpriterDotNet.Unity
-
DefaultInput.cs
macro: UP_USE_CN_INPUT_MANAGER
Require CnControls from the UnityStore.
macro: UP_USE_WII_INPUT_MANAGER
Require Unity-Wiimote. This enable the usage of a single wiimote (no nunchuck atm)
This step is not necessary at least if you have .meta
files
Configuration & UpdateManager need to be executed first, as they are Singletons, many classes rely on them being initialized before.
Go to: Edit/ProjectSettings/Script Execution Order and add them with negative priority.
Tags are configured at Configuration
component.
Tags can be mixed to create hybrid behaviours: like moving platforms that are one way platforms.
This is achieved having a tag that contains both names.
ex: MovingPlatform&OneWayPlatforms
, & is not mandatory I use it for readability
purposes.
The following contains stuff that could be useful for your game.
Contains Areas
Enum. Where the characters can be in.
Contains States
Enum. States the Character can be.
When you add c State remember to invalidate other states the Character can be
at the same time Character.EnterState
& Character.ExistState
.
This is crucial information for Animation.
Contains DamageTypes
Enum.
Contains CharacterPart
Enum.