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.
V 184.108.40.206 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 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.
Post by DarkTonic Dev on Dec 14, 2014 22:48:44 GMT
V 220.127.116.11 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 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.
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).