* Restructure tutorials and add two new tutorials - Non-generated documentation review and edit - Consistent terminology - Stylistic changes - Minor structure changes - Minor clarifications - Typo fixes - Split basic tutorial into two - Tutorials are easier to follow when they are short and to the point - Added event and variable instancer tutorials - Had to bump node version for the docker container to work * #189 - Fixing minor nitpicks Co-authored-by: Adam Ramberg <adam@mambojambostudios.com>
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id | title | hide_title | sidebar_label |
---|---|---|---|
mono-hooks | Mono Hooks | true | Mono Hooks |
Mono Hooks
Mono Hooks save the effort of writing boilerplate code to raise Atoms Events from Unity's Event Functions.
A great use for Mono Hooks in our example would allow us to remove the Harmful.cs
script created earlier. We could instead attach a OnTrigger2DHook.cs
to the Harmful GameObject and toggle on Trigger On Enter
like this:
We could then create a Collider2DAction called DecreasePlayersHealth.cs
and add it to a Collider2D Listener attached to the Harmful GameObject:
public class DecreasePlayersHealth : Collider2DAction
{
public override void Do(Collider2D collider)
{
if (collider.tag == "Player")
{
collider.GetComponent<PlayerHealth>().Health.Value -= 10;
}
}
}
There is much less code written and the responses can be edited in the Editor.
That is it! We have covered the most fundamental pieces of Unity Atoms and a way to use them with Unity's built-in functionality. You can get far with these alone, but there are many more features in Unity Atoms and the subpackages to explore.