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FrameIT
FrameWorld
Commits
c60e1a74
Commit
c60e1a74
authored
1 year ago
by
Paul-Walcher
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DOC/create_fact.txt
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DOC/create_fact.txt
DOC/create_gadget.txt
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DOC/create_fact.txt
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in gadget: use Factadder
factadder adds the fact to the server, use standard method AddFactIfNotFound
fact: fact to add
samestep: if the fact belongs conceptually to the previously added one
Fact.cs: Caches all facts
see TestFact as an example
parseFact interprets new MMT fact.
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DOC/create_gadget.txt
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1.) create gadget class derived from Gadget in Assets\Scripts\InteractionEngine\Gadgets
2.) add into enum in Gadget class in Assets\Scripts\InteractionEngine\Gadgets\Gadget.cs
3.) add into dictionary in Gadget class in Assets\Scripts\InteractionEngine\Gadgets\Gadget.cs
4.) add a line into the json-definitions at the start of: Assets\Scripts\InteractionEngine\Gadgets\Gadget.cs
-> follow examples, recommendation: always use the class name
5.) go into: Assets\ScriptableObjects\Gadgets
6.) create Scriptable Object in Assets\ScriptableObjects\gadgets
7.) add into Assets\ScriptableObjects\Gadgets\GadgetDataContainerGadgetCollection
8.) in Assets\ScriptableObjects\Gadgets\GadgetDataContainerGadgetCollection add new Element into "Gadget Data" and
"Gadget Type" [same element index]
9.) In "Gadget Data" insert the ScriptableObject you created
10.) in "Gadget Type" insert the enum of the gadget you created
-> in the ScriptableObject you created you can customize your gadget
- Rank: Position in toolbar
- UI Name: name of your gadget
- Button Indx: sets the index of the sprite that is used as the icon in the toolbar,
you can find the indices in Assets\ScriptableObjects\Gadgets\GadgetDataContainerGadgetCollection,
as "Button Sprites", all possible sprites are in Assets\Scripts\InventoryStuff\Items\images
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