23 Commits over 0 Days - ∞cph!
Add basic selectable tree model, fix hover outline showing on already selected item
Mark procedurally added outline comp as NotSaved, NotNetworked
Some test maps plus repro case for weird nav
Merge IEnterStateEvent/ILeaveStateEvent into IGameStateEvent
Add some placeholder assets for testing. Add CursorController + some cursor types.
Cleanup. Add test aoe_damage ability. Network selected ability (for when targeting)
Separate overloads for different activation types
For PlayerState selection process, check with Hero if we wanna override it. Implement selection of location or target for selected ability - find closest point on nav mesh when selecting a location for AoE stuff
Added AbilityType, IAbilityUser, BaseAbility and AbilityResource. Foundations for abilities/skills
Add HealAbility and able to use abilities in slot by Q,W,E,R. Still need to do target / AoE ability (selection).
Interpolate pan, move center on hero logic to camera
Add basic edge panning to the camera. Need to add a way to detect if mouse is outside of the game view when in editor
ToArray() for GetAll<> so can destroy components inside the loop
Add OutlineWhenHovered and OutlineWhenSelected components
Change ISelectable to a Component - auto create the trigger if none specified. Add Selectable.ISelectionListener
Auto find Selectable if not specified
I think this is a better system - added listeners for Hover/Unhover for selectables as well. Sync player's AimRay. Now can have components that show an outline or something when item is hovered
Added ISelectableEvent
Add CameraController, add IHeroEvent. Center on Hero when first spawned.
Oops Hero prefab selector needs selectable tag
Some cleanup. Auto select Hero on start. Don't love this first iteration of selection
Add ISelectable and basic selection
Improvements to selection stuff - add Deselect and pass PlayerState into selection callbacks
Add Input settings
Add PlayerState system. Simplify some stuff on GameManager for static access
Navigator docs
Add HeroResource. Add generichero.hero. Hero resource loading, Host-only team/loading and change callback setup
Fix obsoletes
Add DrawPath property to Navigator for debugging nav path.
Set CharacterController radius to half of NavMesh agent radius
Restructure - DestroyAfterGame actually destroys the GameObject not the component
Use scene events
Some basic movement