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Post by DarkTonic Dev on Oct 5, 2014 8:37:05 GMT
Awesome, glad to have you Jay!
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Post by DarkTonic Dev on Oct 7, 2014 23:11:11 GMT
V 3.2.3 changelog: - Fixed text on expand / collapse buttons for World Variable Tracker. They were swapped
- Fixed bug with the IsInitialized property in WorldVariableTracker. It caused lots of errors in custom WorldVariableTracker scripts.
- Fixed bug where retrigger limit > 100 seconds wouldn't allow a Triggered Spawner wave to happen at all.
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Post by DarkTonic Dev on Oct 24, 2014 1:46:54 GMT
V 3.2.3.1 changelog: - Fixed bug where Killable Listener called DamagePrefabFailedToSpawn when it did in fact spawn, and vice versa.
- Fixed bug with Spawn Tracker logging a Null Exception error sometimes.
- Note: Please check all your Triggered Spawner waves and change the new Max To Spawn field to equal Min To Spawn, or you will be seeing less things spawn. Added Max To Spawn in Triggered Spawner so it has Min and Max (for random) like Syncro Spawners.
- Added "Sync H.P. Variable" checkbox to Killable, which appears if you are using a World Variable for Start Hit Points. Defaults to off. If you check the box, the World Variable will be updated with the Current Hit Points of that Killable every time they change. This is good for a player Killable to update a Health variable for instance. It is not a good idea to use this on a prefab that has more than one instance in the Scene, because the World Variable value will not be predictable and may jump around.
- Made the WorldVariables Inspector refresh automatically when variables change.
- Made the Immediate Actions in the Killable Inspector invisible when object is despawned.
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Post by DarkTonic Dev on Nov 15, 2014 2:33:06 GMT
New video showing how to set up Pool Boss (and some Core GameKit spawning for good measure):
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Post by DarkTonic Dev on Nov 21, 2014 5:56:25 GMT
Another new video showing Prefab Pools (probability-based random spawning!)
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Post by DarkTonic Dev on Nov 24, 2014 1:11:43 GMT
Here's a new video showing Triggered Spawners in a variety of uses, and the decision of why you would use them over syncro spawners:
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Post by DarkTonic Dev on Dec 7, 2014 2:16:46 GMT
V 3.2.3.2 is live. Unity 4.6 UI events have all been added! Changelog: - Added Unity version detecting code for Unity 4.6 UI for a new "Text" World Variable Listener. Both old and new versions exist in the same file and the correct one is chosen automatically.
- Added "Persist Between Scenes" checkbox to LevelWaveSettings in the top section. Defaults to off.
- Removed checkbox for Minimal Mode on Triggered Spawners. Now it's always Minimal Mode.
- Changed display name of most events in Triggered Spawner & Triggered Despawner to match with the more understable names used in our Master Audio plugin. Should not affect anything you've already made with them.
- Added all Unity 4.6 UI events to Triggered Spawner: Slider.onValueChanged, Button.onClick, PointerEnter, PointerExit, PointerDown, PointerUp, Drag, Scroll, UpdateSelected, Select, Deselect, Move, InitializePotentialDrag, BeginDrag, EndDrag, Submit, Cancel
- Added a dropdown in TriggeredSpawner to select between Legacy and uGUI events if you're on Unity 4.6. Then the other won't be shown or work (so many options in the dropdown now!) Note that any Unity 4.6+ users will now default to uGUI, so if you want to use Legacy events, you will have to switch this dropdown back on each component that uses it.
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Post by DarkTonic Dev on Dec 14, 2014 7:23:49 GMT
Here's the newest video, showing Elimination Waves and other Spawner Settings!
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Post by DarkTonic Dev on Dec 14, 2014 22:48:44 GMT
V 3.2.3.3 changelog: - Added WaitingToDestroyKillable method to KillableListener, so you can play a death animation, etc.
- Added a checkbox to Layer / Tag Filter section in Killable, allowing you to "Ignore Killables I Spawned" (defaults to checked). This is useful to allow you to put all the Player's weapons in a layer, put that layer in the Player's layer filter and only be able to damage *other* players in multiplayer games.
- Added uGUI support to Unity 5. Requires beta 17.
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Post by DarkTonic Dev on Dec 22, 2014 6:21:10 GMT
We've released a new short video showing Unity 4.6 UI with Triggered Spawners. You can spawn weapons, enemies or power-ups from UI elements with no coding now!
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Post by DarkTonic Dev on Dec 23, 2014 6:09:51 GMT
V 3.2.3.4 changelog: - Fixed Killable collision bug that showed Null Reference Exception sometimes.
I was going to hold off, but this is an important bug to fix. V 3.2.3.3 is no good. Grab the latest when you get a chance!
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Post by DarkTonic Dev on Jan 8, 2015 1:59:39 GMT
V 3.2.3.5 changelog: - Added an optional Unity 4.6 package, containing a duplicate of Example Scene 1, but using uGUI to display World Variables. This package is in the ExampleScenes root folder.
- Added "Recycle Oldest" option to Pool Boss. It's a checkbox that's visible when Allow Instantiate More is off. If it's checked, Pool Boss will reuse the oldest active clone of the item you're asking to Spawn if there are no inactivate clones available. Good for decals and other non-particle, non-essential things that won't matter if they disappear.
- Added code to Flush the "Cached Player Prefs" every time a new level loads or ends. This should fix the Android problem of not saving World Variables in edge cases.
- Fixed bug: If you had another class called Button or Slider (besides Unity GUI ones), TriggeredSpawner script wouldn't compile.
- Added safety check to not allow a Custom Event to be fired more than once per frame.
- Fixed bug: If you had another class called Text, WorldVariableListener wouldn't compile.
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Post by DarkTonic Dev on Jan 17, 2015 3:15:06 GMT
V 3.2.3.6 changelog: - Fixed bug: When you have Damage Prefab settings turned on but didn't specify which prefab, you got an undetailed error. Now it tells you the reason instead.
- Added more methods to Pool Boss for information on each prefab (despawned count, spawned count).
- Added method to Killable: AddAttackPoints(int)
- Added methods to WaveMusicChanger for MuteMusic and UnmuteMusic.
- Added 3rd Rotation Type for Pool Boss Spawn custom action to use rotation of the FSM's game object. It's called "Spawner Rotation".
- Added a checkbox to "End Early If All Destroyed" for timed waves. It only works when none of the spawners' waves repeat themselves. For example, level 1 wave 2 has 3 spawners. None of the 3 spawners' waves for level 1 wave 2 can repeat. Once everything has been spawned from all 3 spawners, and everything is destroyed or despawned, the wave will end early.
- Changed the tracking of Custom Event Receivers for better scaling (separate list per event instead of all together).
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Post by DarkTonic Dev on Feb 20, 2015 4:16:04 GMT
V 3.2.3.7 changelog: - Used ReSharper to fix all warnings and errors in the entire code base. Should not affect any of your settings.
- Fixed Killable Respawn bug where it would sometimes spawn you the first time in the wrong position.
- Made the Respawn section of Killable not respawn if "Game Is Over" unless you switched Game Over Behavior to "Behave as normal". No more unlimited respawns unless you want it!
- Added properties to LevelSettings.cs: SyncroSpawners (returns all Syncro Spawners), and RandomSyncroSpawner, which returns a random spawner.
- Fixed Playmaker custom actions package errors.
- Fixed Pool Boss so that uGUI elements are parented correctly if you're spawning them.
- Added new methods to Pool Boss to spawn a prefab by name instead of needing a Transform reference.
- Added Spawned and Despawned methods to KillableListener.
- Made it possible to use normal width Inspectors now. "Killer Variables" didn't need to be nearly as wide.
- UI makeover showing grouped controls within boxes, just like we just did for Master Audio plugin. Much easier to tell what control goes with what now.
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Post by DarkTonic Dev on Feb 26, 2015 1:01:05 GMT
V 3.2.3.8 changelog: - Fixed bug with Console spamming with certain Damage Prefab settings.
- Added overridable methods to Killable so you can subclass and use network Instantiate commands if you like!
- Added overridable methods to TriggeredSpawner so you can subclass and use network Instantiate commands if you like!
- Fixed Playmaker package.
- Fixed World Variable inspector. It wasn't showing the correct starting value for float types.
- Inspector for Pool Boss now updates counts automatically when things spawn or despawn.
- Added drag area for Prefab Pool's Inspector so you can add multiple items at once (by locking Inspector).
- Added drag area for Pool Boss' Inspector so you can add multiple items at once (by locking Inspector).
- Added "Alpha Sort" button to Prefab Pool' Inspector.
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