branchbefore/main/Smart Objects v3cancel
22 Commits over 30 Days - 0.03cph!
Started fleshing out Smart Object v3
Fleshing out Effects and Needs.
EffectAction baseclasses set up for Effect + Trigger baseclass for Effect and Need.
Reworked Attribute for SOv3.
More work on SOv3. Fleshing out more classes, rewriting for Trigger Manager based Cycle when adding Needs and Effects to Agents... generally working towards stitching everything together.
Fleshing out and testing how Effect Action works together with Need and Trigger.
Some final improvements to the implementation of Effect Action.
- Smart Object part of the SOv3 now implemented.
- Agent of SOv3 reorganized.
- Effects improvements and changes.
- Need improvements.
- Actions and Action Chains generalized and shared for all purposes.
- Added Incentives.
- Triggers improved.
Added UIWditorWindow for quick toggling of top level screens
- Added BeforeEditorTab class for better tab mangement in BeforeEditor (BeforeEditor partials now seperate classses derived from BeforeEditorTab)
- 5.1.0b5
BeforeEditorTab asset creation form base method/layout added
- Fixed repaint error in BeforeEditorWindow
- Added support for editing assets "properly" using SerializedObject/Property to BeforeEditorTab
Attribute/Need/Effect/SmartObject creation through BeforeEditorWindow (just the asset + name, no data editing yet)
Split GameOptions into a partial
Updated Enum generation methods in BeforeEditor to work with SOv3 assets. (shouldn't conflict with the hardcoded types)
Started moving away from enums.
- Attribute Type removed and replaced with ScriptableObjectExt "Hashed Id" and AttributeSettings as parameters.
Removed enum types from SOv3.