From 304a20908a9b0768107b88798880691ee954b845 Mon Sep 17 00:00:00 2001 From: Alex Scott Date: Sat, 27 Aug 2016 15:30:01 +0100 Subject: [PATCH] First asset store submission First asset store submission --- Assets/Enhanced Trigger Box/Demo/Demo.unity | 169 +- .../Enhanced Trigger Box/Demo/Examples.unity | 10800 +++++++++++++--- .../Demo/Scripts/CubeShoot.cs | 2 - .../Demo/Scripts/CubeShootController.cs | 1 - Assets/Enhanced Trigger Box/Readme.txt | 22 + Assets/Enhanced Trigger Box/Readme.txt.meta | 8 + .../Editor/EnhancedTriggerBoxInspector.cs | 2 +- .../Scripts/EnhancedTriggerBox.cs | 28 +- .../Conditions/CameraCondition.cs | 5 +- .../Conditions/PlayerPrefCondition.cs | 3 + .../Conditions/TransformCondition.cs | 3 + .../Core/ComponentList.cs | 26 +- .../Core/ConditionComponent.cs | 3 + .../Core/EnhancedTriggerBoxComponent.cs | 4 +- .../Core/ResponseComponent.cs | 3 + .../NewComponentExample.cs | 2 +- .../Responses/AnimationResponse.cs | 3 + .../Responses/AudioResponse.cs | 3 + .../Responses/LoadLevelResponse.cs | 9 + .../Responses/ModifyGameobjectResponse.cs | 12 + .../Responses/ModifyMaterialResponse.cs | 3 + .../Responses/ModifyRigidbodyResponse.cs | 3 + .../Responses/PlayerPrefResponse.cs | 3 + .../Responses/SendMessageResponse.cs | 3 + .../Responses/SpawnGameobjectResponse.cs | 3 + .../Responses/TeleportResponse.cs | 3 + README.md | 14 +- 27 files changed, 8906 insertions(+), 2234 deletions(-) create mode 100644 Assets/Enhanced Trigger Box/Readme.txt create mode 100644 Assets/Enhanced Trigger Box/Readme.txt.meta diff --git a/Assets/Enhanced Trigger Box/Demo/Demo.unity b/Assets/Enhanced Trigger Box/Demo/Demo.unity index 69df96e..f139044 100644 --- a/Assets/Enhanced Trigger Box/Demo/Demo.unity +++ b/Assets/Enhanced Trigger Box/Demo/Demo.unity @@ -954,35 +954,18 @@ MonoBehaviour: responses: - 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public void ShootCubes(float velocity) { foreach (var c in GetComponentsInChildren()) diff --git a/Assets/Enhanced Trigger Box/Readme.txt b/Assets/Enhanced Trigger Box/Readme.txt new file mode 100644 index 0000000..b7274b1 --- /dev/null +++ b/Assets/Enhanced Trigger Box/Readme.txt @@ -0,0 +1,22 @@ +For the full documentation and videos visit: https://alex-scott.co.uk/portfolio/enhanced-trigger-box.html + +Hi, thanks for taking an interest in Enhanced Trigger Box. This text document will give you a brief overview of how to +add a Enhanced Trigger Box to your scene. To learn how to create your own conditions and responses for the Enhanced +Trigger Box check out the full documentation. + +Enhanced Trigger Box is a free tool that be used within Unity. It allows developers to setup various responses to +be executed when a player walks into a certain area. You can also setup conditions that must be met before the +responses get executed such as camera conditions where for example the player musn’t be looking at a specific object. +Or player pref conditions such as progress through a level. Responses are executed after all conditions have been met. +These range from spawning or destroying objects to playing animations or altering materials. + +To add a Enhanced Trigger Box to your scene go to the prefabs folder and drag the ETB prefab into your scene. This prefab +contains the script as well as a box collider to get you started. Move it around or make it bigger or smaller depending +or what you want. You now have an ETB in the scene. If you walk into this trigger box with a gameobject with the 'Player' +tag it will send a message to the console saying it has been triggered. That's essentially it at it's most basic level. +From there you can add conditions and responses using the two drop down lists. When the ETB gets entered all the conditions +you've added get checked to see if they have been met. Once they've all been met all the responses you've added get +executed. For a description of what each condition and response does check out the full documentation. + +If you need help with anything, find any bugs or have created a condition/response you think would be useful to others +send me an email at alexanderscott@outlook.com. \ No newline at end of file diff --git a/Assets/Enhanced Trigger Box/Readme.txt.meta b/Assets/Enhanced Trigger Box/Readme.txt.meta new file mode 100644 index 0000000..31a109f --- /dev/null +++ b/Assets/Enhanced Trigger Box/Readme.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4bda44dcefab158488ef29bbdab37aa0 +timeCreated: 1472235242 +licenseType: Free +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Enhanced Trigger Box/Scripts/Editor/EnhancedTriggerBoxInspector.cs b/Assets/Enhanced Trigger Box/Scripts/Editor/EnhancedTriggerBoxInspector.cs index 33fa2a3..ceb1d78 100644 --- a/Assets/Enhanced Trigger Box/Scripts/Editor/EnhancedTriggerBoxInspector.cs +++ b/Assets/Enhanced Trigger Box/Scripts/Editor/EnhancedTriggerBoxInspector.cs @@ -43,6 +43,7 @@ public override void OnInspectorGUI() if (!so.FindProperty("disableEntryCheck").boolValue) { RenderPropertyField(so.FindProperty("triggerTags")); + RenderPropertyField(so.FindProperty("canWander")); RenderPropertyField(so.FindProperty("triggerboxColour")); RenderPropertyField(so.FindProperty("triggerFollow")); @@ -57,7 +58,6 @@ public override void OnInspectorGUI() RenderPropertyField(so.FindProperty("afterTrigger")); RenderPropertyField(so.FindProperty("conditionTime")); - RenderPropertyField(so.FindProperty("canWander")); } if (!so.FindProperty("hideWarnings").boolValue) diff --git a/Assets/Enhanced Trigger Box/Scripts/EnhancedTriggerBox.cs b/Assets/Enhanced Trigger Box/Scripts/EnhancedTriggerBox.cs index db8dea7..42ca24b 100644 --- a/Assets/Enhanced Trigger Box/Scripts/EnhancedTriggerBox.cs +++ b/Assets/Enhanced Trigger Box/Scripts/EnhancedTriggerBox.cs @@ -44,16 +44,6 @@ public List Responses get { return responses; } } - /// - /// Cached names of all the conditions. Used in the add condition drop down list. - /// - public string[] conditionNames; - - /// - /// Cached names of all the respones. Used in the add response drop down list. - /// - public string[] responseNames; - /// /// This bool is used to store whether the base options tab is open in the inspector so it can persist across sessions /// @@ -83,6 +73,12 @@ public List Responses [Tooltip("Only gameobjects with tags listed here are able to trigger the trigger box. To have more than one tag, put a comma between them. If you leave this field blank any object will be able to trigger it.")] public string triggerTags; + /// + /// If this is true then the condition checks will continue taking place if the user leaves the trigger box area. If this is false then if the user leaves the trigger box and all conditions haven't been met then it will stop doing condition checks. + /// + [Tooltip("If this is true then the condition checks will continue taking place if the user leaves the trigger box area. If this is false then if the user leaves the trigger box and all conditions haven't been met then it will stop doing condition checks.")] + public bool canWander; + /// /// The colour of the trigger box /// @@ -119,12 +115,6 @@ public List Responses [Tooltip("This is can be used if you cannot get a reference for the above Follow Transform transform. GameObject.Find() will be used to find the gameobject and transform with the name you enter.")] public string followTransformName; - /// - /// If this is true then the condition checks will continue taking place if the user leaves the trigger box area. If this is false then if the user leaves the trigger box and all conditions haven't been met then it will stop doing condition checks. - /// - [Tooltip("If this is true then the condition checks will continue taking place if the user leaves the trigger box area. If this is false then if the user leaves the trigger box and all conditions haven't been met then it will stop doing condition checks.")] - public bool canWander; - /// /// This is set to true when the trigger box is triggered. Once this is true we can start checking if the conditions have been met. /// @@ -204,12 +194,6 @@ public void OnInspectorGUI() EditorGUI.indentLevel = 0; - // If we haven't got any conditions we need to fetch them - if (ComponentList.Instance.conditionNames == null || ComponentList.Instance.conditionNames.Length == 0) - { - ComponentList.Instance.GetComponents(); - } - // Draw the drop down list GUI item that displays all of the conditions int conditionIndex = EditorGUILayout.Popup("Add a new condition: ", 0, ComponentList.Instance.conditionNames); diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/CameraCondition.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/CameraCondition.cs index 98d807e..6e53fa1 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/CameraCondition.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/CameraCondition.cs @@ -4,6 +4,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// Condition that requires a camera to either be looking at or looking away from a gameobject + /// [AddComponentMenu("")] public class CameraCondition : ConditionComponent { @@ -111,7 +114,7 @@ public override void DrawInspectorGUI() cameraConditionType = (LookType)EditorGUILayout.EnumPopup(new GUIContent("Condition Type", "The type of condition you want. The Looking At condition only passes when the user can see a specific transform or gameobject. The Looking Away condition only passes when a transform or gameobject is out of the users camera frustum."), cameraConditionType); - conditionObject = (GameObject)EditorGUILayout.ObjectField(new GUIContent("Condition Object", + conditionObject = (GameObject)EditorGUILayout.ObjectField(new GUIContent("Target Object", "This is the object that the condition is based upon."), conditionObject, typeof(GameObject), true); componentParameter = (CameraConditionComponentParameters)EditorGUILayout.EnumPopup(new GUIContent("Component Parameter", diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/PlayerPrefCondition.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/PlayerPrefCondition.cs index 3718fa7..db69473 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/PlayerPrefCondition.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/PlayerPrefCondition.cs @@ -3,6 +3,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// Condition that requires a certain player pref to be greater/equal/less than a value + /// [AddComponentMenu("")] public class PlayerPrefCondition : ConditionComponent { diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/TransformCondition.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/TransformCondition.cs index 207e5a2..b2e2870 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/TransformCondition.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Conditions/TransformCondition.cs @@ -3,6 +3,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// Condition that requires either a position or rotation value of a transform to be greater/equal/less than a value + /// [AddComponentMenu("")] public class TransformCondition : ConditionComponent { diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ComponentList.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ComponentList.cs index 854ddfb..3976bd9 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ComponentList.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ComponentList.cs @@ -1,10 +1,12 @@ using EnhancedTriggerbox.Component; using System; using System.Linq; -using System.Text; namespace EnhancedTriggerbox { + /// + /// Singleton that holds an array of condition names and condition responses + /// public class ComponentList { /// @@ -17,22 +19,21 @@ public class ComponentList /// public string[] responseNames; - private static volatile ComponentList instance; - private static object syncRoot = new Object(); - - private ComponentList() { } + /// + /// The component list instance that holds the arrays + /// + private static ComponentList instance; + /// + /// Returns the instance + /// public static ComponentList Instance { get { if (instance == null) { - lock (syncRoot) - { - if (instance == null) - instance = new ComponentList(); - } + instance = new ComponentList(); } return instance; @@ -40,10 +41,11 @@ public static ComponentList Instance } /// - /// Uses reflection to find all instances of condition/response components and returns them as an array of strings. + /// The constructor that uses reflection to find all instances of condition/response components and returns them as an array of strings. /// - public void GetComponents() + private ComponentList() { + // Get all the names of the assemblies which inherit ConditionComponent string[] listOfComponents = (from domainAssembly in AppDomain.CurrentDomain.GetAssemblies().Where(a => !a.GlobalAssemblyCache) from assemblyType in domainAssembly.GetTypes() where typeof(ConditionComponent).IsAssignableFrom(assemblyType) && assemblyType.Name != "ConditionComponent" diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ConditionComponent.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ConditionComponent.cs index 1ea7337..ab7e7a8 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ConditionComponent.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ConditionComponent.cs @@ -2,6 +2,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// This class should be inherited by all conditions. By doing so it will appear in the add condition drop down list + /// [AddComponentMenu("")] public class ConditionComponent : EnhancedTriggerBoxComponent { diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/EnhancedTriggerBoxComponent.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/EnhancedTriggerBoxComponent.cs index f56315f..03b8595 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/EnhancedTriggerBoxComponent.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/EnhancedTriggerBoxComponent.cs @@ -5,6 +5,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// All conditions and responses inherit this class allowing them to share the same functionality and work nicely together + /// [Serializable, HideInInspector, AddComponentMenu("")] public class EnhancedTriggerBoxComponent : MonoBehaviour { @@ -53,7 +56,6 @@ public void OnInspectorGUI() } GUILayout.EndHorizontal(); - EditorGUI.indentLevel = 1; // Draw the specific components fields (only if the section is folded out). This function should be overriden by each inheirited component. diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ResponseComponent.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ResponseComponent.cs index 0f72e92..f6aad74 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ResponseComponent.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Core/ResponseComponent.cs @@ -2,6 +2,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// This class should be inherited by all responses. By doing so it will appear in the add response drop down list + /// [AddComponentMenu("")] public class ResponseComponent : EnhancedTriggerBoxComponent { diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/NewComponentExample.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/NewComponentExample.cs index e9fd0bd..2395ee9 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/NewComponentExample.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/NewComponentExample.cs @@ -7,7 +7,7 @@ namespace EnhancedTriggerbox.Component * In this case you will need to replace EnhancedTriggerBoxComponent below with either of those two. */ [AddComponentMenu("")] - public class NewComponentExample : ConditionComponent + public class NewComponentExample : EnhancedTriggerBoxComponent { /* * Here you can declare your variables or structs or anything you want. diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/AnimationResponse.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/AnimationResponse.cs index e12883b..e6f16b7 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/AnimationResponse.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/AnimationResponse.cs @@ -3,6 +3,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// This response allows you to trigger an animation, stop animations or play an animation clip + /// [AddComponentMenu("")] public class AnimationResponse : ResponseComponent { diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/AudioResponse.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/AudioResponse.cs index 67d12eb..9b8f13d 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/AudioResponse.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/AudioResponse.cs @@ -3,6 +3,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// This response allows you to play music on an audio source, stop music or play a audio clip at a specified position + /// [AddComponentMenu("")] public class AudioResponse : ResponseComponent { diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/LoadLevelResponse.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/LoadLevelResponse.cs index 285a0a3..4918929 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/LoadLevelResponse.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/LoadLevelResponse.cs @@ -3,11 +3,20 @@ namespace EnhancedTriggerbox.Component { + /// + /// This response allows you to load a scene + /// [AddComponentMenu("")] public class LoadLevelResponse : ResponseComponent { + /// + /// This is the name of the scene you want to be loaded. Only used in Unity 5.3 and above. + /// public string loadLevelName; + /// + /// This is the number of the scene you want to be loaded. Only used in Unity 5.2 and below. + /// public int loadLevelNum; public override void DrawInspectorGUI() diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyGameobjectResponse.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyGameobjectResponse.cs index 4d19fd3..022865f 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyGameobjectResponse.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyGameobjectResponse.cs @@ -3,6 +3,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// This response allows you to enable, disable or destroy a gameobject + /// [AddComponentMenu("")] public class ModifyGameobjectResponse : ResponseComponent { @@ -46,6 +49,15 @@ public override void DrawInspectorGUI() "This is the type of modification. "), modifyType); } + public override void Validation() + { + // If the user has supplied both a gameobject reference and a gameobject name + if (obj && !string.IsNullOrEmpty(gameObjectName) && modifyType != ModifyType.Enable) + { + ShowWarningMessage("You cannot have a gameobject reference and a gameobject name. The reference will take precedence. Please remove one or the other."); + } + } + public override bool ExecuteAction() { switch (modifyType) diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyMaterialResponse.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyMaterialResponse.cs index 2940fe2..1737367 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyMaterialResponse.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyMaterialResponse.cs @@ -3,6 +3,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// This response allows you to set a new material on a gameobject + /// [AddComponentMenu("")] public class ModifyMaterialResponse : ResponseComponent { diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyRigidbodyResponse.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyRigidbodyResponse.cs index ead08c9..95ecb4d 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyRigidbodyResponse.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/ModifyRigidbodyResponse.cs @@ -3,6 +3,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// This response allows you to alter that properties of a rigidbody on a gameobject + /// [AddComponentMenu("")] public class ModifyRigidbodyResponse : ResponseComponent { diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/PlayerPrefResponse.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/PlayerPrefResponse.cs index 7004e33..e0a510f 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/PlayerPrefResponse.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/PlayerPrefResponse.cs @@ -4,6 +4,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// This response allows you to set a player pref value + /// [AddComponentMenu("")] public class PlayerPrefResponse : ResponseComponent { diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/SendMessageResponse.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/SendMessageResponse.cs index 9a04a85..1d8385b 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/SendMessageResponse.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/SendMessageResponse.cs @@ -3,6 +3,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// This response allows you to call a function on a gameobject and pass in a parameter + /// [AddComponentMenu("")] public class SendMessageResponse : ResponseComponent { diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/SpawnGameobjectResponse.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/SpawnGameobjectResponse.cs index 0ab5e90..42ef9eb 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/SpawnGameobjectResponse.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/SpawnGameobjectResponse.cs @@ -3,6 +3,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// This response allows you to spawn a gameobject and optionally set a new position and name + /// [AddComponentMenu("")] public class SpawnGameobjectResponse : ResponseComponent { diff --git a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/TeleportResponse.cs b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/TeleportResponse.cs index 93ece05..49f3b19 100644 --- a/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/TeleportResponse.cs +++ b/Assets/Enhanced Trigger Box/Scripts/TriggerBoxComponents/Responses/TeleportResponse.cs @@ -3,6 +3,9 @@ namespace EnhancedTriggerbox.Component { + /// + /// This response allows you to move a gameobject to another position + /// [AddComponentMenu("")] public class TeleportResponse : ResponseComponent { diff --git a/README.md b/README.md index 481d8a4..992ae0b 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,7 @@ Enhanced Trigger Box ======= -Enhanced Trigger Box is a free tool that be used within Unity. It allows developers to setup various responses to be executed when a player walks into a certain area. You can also setup conditions that must be met before the responses get executed such as camera conditions where for example the player musn't be looking at a specific object. Or player pref conditions such as progress through a level. Responses are executed after all conditions have been met. These range from spawning or destroying objects to playing animations or alterings materials. +Enhanced Trigger Box is a free tool that be used within Unity. It allows developers to setup various responses to be executed when a player walks into a certain area. You can also setup conditions that must be met before the responses get executed such as camera conditions where for example the player musn't be looking at a specific object. Or player pref conditions such as progress through a level. Responses are executed after all conditions have been met. These range from spawning or destroying objects to playing animations or altering materials. It has been designed in a way that allows you to easily extend the Enhanced Trigger Box yourself by adding more responses or conditions. This will be explained in more detail further down the page. @@ -12,7 +12,7 @@ Getting started Download the asset from the asset store and import it into your project. Or download the zip file from GitHub and place it in your project. From there you can open up the demo or examples scene and explore that (they both use the FPSController from the standard assets which will also need importing). To add a new Enhanced Trigger Box you can use the prefab located in the prefabs folder. From there you can add any conditions or responses using the drop down lists. -Note: If you don't want the demo files or don't want to import the standard assets, don't import the demo folder, just the prefabs and scripts folder. +Please note that the Demo and Examples scene will not open in anything lower than Unity 5.4 but the asset itself should work from Unity 5.0. If you do not wish to view the demos, do not want to import the standard assets or are using anything under Unity 5.4 you should NOT import the demos folder. Just import the scripts folder and you can add the script to a gameobject and get going from there. ### Demo Scene Overview @@ -24,6 +24,8 @@ This scene contains a mashup of a few conditions and responses. All you have to This scene contains a showcase of most of the conditions and responses one at a time giving you an idea of what they do. To activate a response just walk into the box. To test a condition walk into the box and meet the condition, for example the Looking Away condition don't look at the cube in front of you. The cube will turn green when the box gets successfully triggered and it will also send a message to the console. +[Here's a video of the examples scene as of v0.1.0. >](https://youtu.be/bjobfHm6cas) + How does it all work --------------- At the top level you have the Enhanced Trigger Box script. It has some base options and uses a box collider to represents the boundaries of the Enhanced Trigger Box. Beneath that you have Enhanced Trigger Box Components which are MonoBehaviours that you are able to add to the Enhanced Trigger Box. These come in the form of either a Condition or a Response and are located in the Scripts/TriggerBoxComponents folder. @@ -81,9 +83,9 @@ All you need to do is inherit ConditionComponent or ResponseComponent (depending If you want to view more advanced examples, go to Scripts/TriggerBoxComponents/Conditions or Scripts/TriggerBoxComponents/Responses and take a look at some of them. -#### Inherit EnhancedTriggerBoxComponent +#### Inherit ConditionComponent or ResponseComponent -The most important thing to do is to inherit ConditionComponent or ResponseComponent in the class definition and for the class to be within the EnhancedTriggerbox.Component namespace It's also recommended to add "[AddComponentMenu("")]" above the class name. This attribute means you won't see it in the Add Component Menu and it unfortunately can't be passed down by inheritance so it must be added manually. +The most important thing to do is to inherit ConditionComponent or ResponseComponent in the class definition and for the class to be within the EnhancedTriggerbox.Component namespace. It's also recommended to add "[AddComponentMenu("")]" above the class name. This attribute means you won't see it in the Add Component Menu and it unfortunately can't be passed down by inheritance so it must be added manually. ``` csharp namespace EnhancedTriggerbox.Component @@ -222,9 +224,9 @@ If the component parameter is set to Full Box Collider, all important points on One thing to note for the Full Box Collider is that if you're up close to large objects the condition could get met unintentionally. Because only important points on the box collider (such as corners and centers) are checked, if you're really close to a big objects so that none of those points are in your camera the condition will get met. A solution to this is to use the min distance field so that they have to be a certain distance away from the object. -Mesh Renderer uses the in-built isVisible function to work out if it is visible in a camera. Note that the object is considered visible when it needs to be rendered in the scene. For example, it might not actually be visible by any camera but still need to be rendered for shadows. When running in the editor, the scene view cameras will also cause this value to be true. Also remember that if the object is visible in the Scene window and not the game window it will still be classed as visible. +Mesh Renderer uses the in-built isVisible function to work out if it is visible in a camera. Note that an object is considered visible when it's existence is visible for any reason in the editor. For example, it might not actually be visible by any camera but still need to be rendered for shadows. Also remember that if the object is visible in the scene window and not the game window it will still be classed as visible. -Raycast intensity allows you to customise the raycasts that get fired when checking if there's anything blocking the cameras view to the object. Ignore obstacles won't do any raycast check at all, meaning you just have to look in the direction of the object and the condition will pass, even if there's something in the way. Very low does raycast checks at a maximum of once per second against the objects position. Low does raycast checks at a maximum of once per 0.1 secs against the objects position. Med does raycast checks once per frame against the objects position. High does raycast checks once per frame against every corner of the box collider. +Raycast intensity allows you to customise the raycasts that get fired when checking if there's anything blocking the cameras view to the object. Ignore obstacles won't do any raycast checks at all, meaning you just have to look in the direction of the object and the condition will pass, even if there's something in the way. Very low does raycast checks at a maximum of once per second against the objects position. Low does raycast checks at a maximum of once per 0.1 secs against the objects position. Med does raycast checks once per frame against the objects position. High does raycast checks once per frame against every corner of the box collider. #### How doing the Looking Away condition type work?