First commit of v1.0.0

This commit is contained in:
Adam Ramberg 2018-11-30 22:42:29 +01:00
parent c5733ca7b6
commit 8907763227
409 changed files with 2057 additions and 810 deletions

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using System;
using UnityEngine;
namespace UnityAtoms
{
public class ConditionalGameActionHelper<T1, GA, C> where GA : GameAction<T1> where C : GameFunction<bool, T1>
{
[SerializeField]
private C Condition;
[SerializeField]
private GA Action;
[SerializeField]
private VoidAction VoidAction;
[SerializeField]
private GA ElseAction;
[SerializeField]
private VoidAction ElseVoidAction;
public void Do(T1 t1)
{
if (Condition == null || Condition.Call(t1))
{
if (Action != null) { Action.Do(t1); }
if (VoidAction != null) { VoidAction.Do(); }
}
else
{
if (ElseAction != null) { ElseAction.Do(t1); }
if (ElseVoidAction != null) { ElseVoidAction.Do(); }
}
}
}
public class ConditionalGameActionHelper<T1, T2, GA, C> where GA : GameAction<T1, T2> where C : GameFunction<bool, T1, T2>
{
[SerializeField]
private C Condition;
[SerializeField]
private GA Action;
[SerializeField]
private VoidAction VoidAction;
[SerializeField]
private GA ElseAction;
[SerializeField]
private VoidAction ElseVoidAction;
public void Do(T1 t1, T2 t2)
{
if (Condition == null || Condition.Call(t1, t2))
{
if (Action != null) { Action.Do(t1, t2); }
if (VoidAction != null) { VoidAction.Do(); }
}
else
{
if (ElseAction != null) { ElseAction.Do(t1, t2); }
if (ElseVoidAction != null) { ElseVoidAction.Do(); }
}
}
}
public class ConditionalGameActionHelper<T1, T2, T3, GA, C> where GA : GameAction<T1, T2, T3> where C : GameFunction<bool, T1, T2, T3>
{
[SerializeField]
private C Condition;
[SerializeField]
private GA Action;
[SerializeField]
private VoidAction VoidAction;
[SerializeField]
private GA ElseAction;
[SerializeField]
private VoidAction ElseVoidAction;
public void Do(T1 t1, T2 t2, T3 t3)
{
if (Condition == null || Condition.Call(t1, t2, t3))
{
if (Action != null) { Action.Do(t1, t2, t3); }
if (VoidAction != null) { VoidAction.Do(); }
}
else
{
if (ElseAction != null) { ElseAction.Do(t1, t2, t3); }
if (ElseVoidAction != null) { ElseVoidAction.Do(); }
}
}
}
public class ConditionalGameActionHelper<T1, T2, T3, T4, GA, C> where GA : GameAction<T1, T2, T3, T4> where C : GameFunction<bool, T1, T2, T3, T4>
{
[SerializeField]
private C Condition;
[SerializeField]
private GA Action;
[SerializeField]
private VoidAction VoidAction;
[SerializeField]
private GA ElseAction;
[SerializeField]
private VoidAction ElseVoidAction;
public void Do(T1 t1, T2 t2, T3 t3, T4 t4)
{
if (Condition == null || Condition.Call(t1, t2, t3, t4))
{
if (Action != null) { Action.Do(t1, t2, t3, t4); }
if (VoidAction != null) { VoidAction.Do(); }
}
else
{
if (ElseAction != null) { ElseAction.Do(t1, t2, t3, t4); }
if (ElseVoidAction != null) { ElseVoidAction.Do(); }
}
}
}
public class ConditionalGameActionHelper<T1, T2, T3, T4, T5, GA, C> where GA : GameAction<T1, T2, T3, T4, T5> where C : GameFunction<bool, T1, T2, T3, T4, T5>
{
[SerializeField]
private C Condition;
[SerializeField]
private GA Action;
[SerializeField]
private VoidAction VoidAction;
[SerializeField]
private GA ElseAction;
[SerializeField]
private VoidAction ElseVoidAction;
public void Do(T1 t1, T2 t2, T3 t3, T4 t4, T5 t5)
{
if (Condition == null || Condition.Call(t1, t2, t3, t4, t5))
{
if (Action != null) { Action.Do(t1, t2, t3, t4, t5); }
if (VoidAction != null) { VoidAction.Do(); }
}
else
{
if (ElseAction != null) { ElseAction.Do(t1, t2, t3, t4, t5); }
if (ElseVoidAction != null) { ElseVoidAction.Do(); }
}
}
}
}

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@ -2,6 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityAtoms.Utils;
namespace UnityAtoms
{
@ -29,7 +30,7 @@ namespace UnityAtoms
void Awake()
{
var variable = VariableUtils.CreateVariable<T, V, E1, E2>(CreateChangedEvent, CreateChangedWithHistoryEvent);
var variable = DynamicAtoms.CreateVariable<T, V, E1, E2>(CreateChangedEvent, CreateChangedWithHistoryEvent);
if (variable.Changed != null)
{

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@ -4,11 +4,6 @@ using UnityEngine;
namespace UnityAtoms
{
public abstract class GameAction : ScriptableObject
{
public abstract void Do();
}
public abstract class GameAction<T1> : ScriptableObject
{
public abstract void Do(T1 t1);

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using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Bool/Event x 2", fileName = "BoolBoolEvent", order = CreateAssetMenuUtils.Order.EVENTx2)]
public class BoolBoolEvent : GameEvent<bool, bool> { }
}

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using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Bool/Constant", fileName = "BoolConstant", order = CreateAssetMenuUtils.Order.CONSTANT)]
public class BoolConstant : ScriptableObjectVariableBase<bool> { }
}

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@ -0,0 +1,8 @@
using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Bool/Event", fileName = "BoolEvent", order = CreateAssetMenuUtils.Order.EVENT)]
public class BoolEvent : GameEvent<bool> { }
}

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using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Bool/List", fileName = "BoolList", order = CreateAssetMenuUtils.Order.LIST)]
public class BoolList : ScriptableObjectList<bool, BoolEvent> { }
}

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using System;
using System.Collections.Generic;
using UnityEngine.Events;
using UnityEngine;
namespace UnityAtoms
{
public class BoolListener : GameEventListener<bool, BoolAction, BoolEvent, UnityBoolEvent> { }

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using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Bool/Variable", fileName = "BoolVariable", order = CreateAssetMenuUtils.Order.VARIABLE)]
public class BoolVariable : EquatableScriptableObjectVariable<bool, BoolEvent, BoolBoolEvent> { }
}

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using System;
using UnityEngine;
namespace UnityAtoms
{
[Serializable]
public class ConditionalBoolGameActionHelper : ConditionalGameActionHelper<bool, BoolAction, BoolBoolFunction> { }
[CreateAssetMenu(menuName = "Unity Atoms/Bool/Conditional", fileName = "ConditionalBoolAction", order = CreateAssetMenuUtils.Order.CONDITIONAL)]
public class ConditionalBoolAction : BoolAction
{
[SerializeField]
private ConditionalBoolGameActionHelper Conditional;
public override void Do(bool t1)
{
Conditional.Do(t1);
}
}
}

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using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Bool/Set Variable", fileName = "SetBoolVariableValueAction", order = CreateAssetMenuUtils.Order.SET_VARIABLE)]
public class SetBoolVariableValue : SetVariableValue<bool, BoolVariable, BoolReference, BoolEvent, BoolBoolEvent> { }
}

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using System;
using UnityEngine.Events;
namespace UnityAtoms
{
[Serializable]
public class UnityBoolEvent : UnityEvent<bool> { }
}

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using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Collider2D/Event", fileName = "Collider2DEvent", order = CreateAssetMenuUtils.Order.EVENT)]
public class Collider2DEvent : GameEvent<Collider2D> { }
}

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using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Collider2D/Event with GameObject", fileName = "Collider2DGameObjectEvent", order = CreateAssetMenuUtils.Order.EVENT_WITH_GO)]
public class Collider2DGameObjectEvent : GameEvent<Collider2D, GameObject> { }
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityAtoms

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using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Collider2D/List", fileName = "Collider2DList", order = CreateAssetMenuUtils.Order.LIST)]
public class Collider2DList : ScriptableObjectList<Collider2D, Collider2DEvent> { }
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace UnityAtoms
{

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using UnityEngine;
namespace UnityAtoms
{
public class CreateCollider2DEventOnAwake : CreateEventOnAwake<
Collider2D, Collider2DEvent, Collider2DGameObjectEvent,
Collider2DListener, Collider2DGameObjectListener,
Collider2DAction, Collider2DGameObjectAction,
UnityCollider2DEvent, UnityCollider2DGameObjectEvent,
Collider2DHook
>
{ }
}

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using System;
using UnityEngine.Events;
using UnityEngine;
namespace UnityAtoms
{
[Serializable]
public class UnityCollider2DEvent : UnityEvent<Collider2D> { }
}

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using System;
using UnityEngine.Events;
using UnityEngine;
namespace UnityAtoms
{
[Serializable]
public class UnityCollider2DGameObjectEvent : UnityEvent<Collider2D, GameObject> { }
}

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using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Color/Event x 2", fileName = "ColorColorEvent", order = CreateAssetMenuUtils.Order.EVENTx2)]
public class ColorColorEvent : GameEvent<Color, Color> { }
}

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using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Color/Constant", fileName = "ColorConstant", order = CreateAssetMenuUtils.Order.CONSTANT)]
public class ColorConstant : ScriptableObjectVariableBase<Color> { }
}

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@ -0,0 +1,8 @@
using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/Color/Event", fileName = "ColorEvent", order = CreateAssetMenuUtils.Order.EVENT)]
public class ColorEvent : GameEvent<Color> { }
}

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