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SDK Modules
This module will help you visual reorder, reorganize or deactive events, and execute them at desire time. You can open PackageManager
window and import AliveCursorSDK/EventPlayer
samples for more detail.
EventPlayer is one of my plugins published on AssetStore, it has become relatively stable and easy to use.
This module provdie some common action such as position tweening or value tweening, You can open PackageManager
window and import AliveCursorSKD/Action
samples for more detail. To use these module, you should create a specify SOAction
asset, then create a gameobject with EventPlayer_SOAction/AC_XXXBehaviour
Component using this asset. These actions are stored as asset file, so they have the following advantages:
- Any runtime changes on editor mode will be saved.
- You can share the same action asset across scenes.
- You can use
ActionModifier_XXX
component to modify the output value. - You can expose the action asset to user via
PersistentData_SO
component.
This module listen to specify callback and invoke related UnityEvent&Action:
- AC_CursorInputBehaviour/AC_CursorInputBehaviourCollection: Listen to Mouse/Key input callback.
- AC_CursorStateBehaviour/AC_CursorStateBehaviourCollection: Listen to cursor state changed callback.
- AC_CursorAppearanceBehaviour/AC_CursorAppearanceBehaviourCollection: Listen to system cursor appearance changed callback.
This module expose object fields to user, allowing them to tweak&save&share personal favorite configs. To use these module, you should create a gameobject with PersistentData_XXX
component and setup the require fields (eg: Key, Event callback, dataOption), and place it underPD Group
gameobject (Create one if not exists).