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Post by DarkTonic Dev on Sept 13, 2016 16:28:02 GMT
Killable is so huge I'm trying not to add anything to it at this point.
You can always add a triggered spawned component and spawn something invisible that dies instantly and has death world variable modifiers. I'd suggest doing that.
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Oshigawa
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Posts: 228
Posts: 228
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Post by Oshigawa on Sept 14, 2016 22:10:01 GMT
Cool idea, thanks!
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Post by DarkTonic Dev on Sept 14, 2016 23:12:01 GMT
No problem!
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Nov 21, 2016 8:35:10 GMT
Any chances of adding multi object editing for killables?
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Post by DarkTonic Dev on Nov 22, 2016 0:03:04 GMT
I'm not sure how that is done with custom inspectors. If you can point me to something then maybe.
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Oshigawa
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Posts: 228
Posts: 228
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Post by Oshigawa on Nov 22, 2016 22:02:47 GMT
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Post by DarkTonic Dev on Nov 23, 2016 3:32:51 GMT
Yeah ok, it's not nearly as easy as adding that attribute to the classes. The entire KillableInspector would need to be rewritten (which is huge), and it looks fairly daunting how to do it. So I'm not going to put this on the roadmap right now. Thanks for the link.
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Nov 24, 2016 16:34:56 GMT
I supposed it is a lot of work. C/P will have to do, thanks! 
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Post by DarkTonic Dev on Nov 24, 2016 19:26:18 GMT
Yep.
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alewinn
New Member
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Posts: 2
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Post by alewinn on Mar 2, 2017 18:45:15 GMT
Hi ! I'm new to Core Gamekit and I found it a very great asset ! Thanks ! Would it be possible to Genericise more the WorldVariableListener in a way it does only the bare minimum (listening WorldVariable changes). This way we could derivate it and put it over any kind of monobehaviour (characters, etc...) without the need of a Text component Would be wonderful !
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Post by DarkTonic Dev on Mar 2, 2017 18:46:53 GMT
alewinn, yeah it's on the roadmap to make it generic and then make sublasses for specific things (TextMeshPro, NGUI etc).
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alewinn
New Member
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Posts: 2
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Post by alewinn on Mar 2, 2017 19:06:12 GMT
Great !!
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Post by DarkTonic Dev on Mar 2, 2017 19:19:49 GMT
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Post by wohltaeter on Aug 11, 2017 9:20:14 GMT
-1) -> 1 3) -> 14 3a) -> 14a 4) - > 3 4a) -> 3a 8) -> 11 9) -> 12 10)-> 13 12) -> 4 13) -> 5 14) -> 6 14a) -> 6a 15) -> 7 18) -> 8 18a) - > 21) -> 9 22) -> 2
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Post by wohltaeter on Aug 11, 2017 15:03:13 GMT
Some ideas and feature suggestions/wishes:
1. It would be very good to make it possible to use cgk events for masteraudio and vice versa. - at the moment it is needed to setup the same events twice, that makes double the work and makes projects more complex. 2. It would be good to adress Gameobjects with "Find" or "Findwithtag" (if possible with option .activeinscene)- > I mean spawn at Position in Triggered spawners e.g. - Findwithtag works also when you change scenes. Spawn at other gameobejct pos loses the object at scene change. 3. When working with ngui, worldvariable listeners are helpful but could be more: 3.1 Example Updating a variable e.g. score, it is common in games to use an animation (tween, punch, shake...) to show that something changed. I would be good if there would be a way to handover to a tween with a updated/changed event. I tried to hook in the listener code and got issues. - So it would be great to have some handover event or delegate like DoTween does or Ngui-tween. 3.2 General issue fireing a HUD text (killable/spawned item) in 3D can be complicated for a beginner to be shown on the right place on-screen and in the hierarchy. 3.2.1 Ngui - UI-Elements need to be spawn under the UI camera, it can have sideeffects it not. If it does not spawn there you dont see it and need to search it somewhere. As we know it is not the UI-Forum here but it would be very helpful to have some extended Ngui 3rd Party implementation to have a "UI-Spawner" since it needs some special tweeking to spawn a simple Bonus-text of "+100 points" just at the right place for a designer/beginner. So just to spawn the right place would be very helpfull, making it fancy looking or putting a tween on it would be another tool. - 3.2.2 Ngui - WorldVarialListeners should show figures emediatly after activating the GameObject. This is needed to switch menues on of containing the figures e. g. statistic screen or the HUD. At the moment they show no acutual state when unless you update worldvar. -> Example make a worldvariable, place ngui listener on screen, deactivate Object with listener, start scene, activate object, it does not show the actual value 4. Spawn patterns. It would be very good to have spawn patterns to easily setup a wave for common patterns like: V-Formation (2D), Grids or Line-Fomation; Or a Asteroid fields (I am sure there are statisic functions for clusters). Or Radial Spawn and Look-Rotation. Setting up spawners this way could be much easier and faster then typing in Vectors in the insprector or shifting around the placeholders in the scene. 4.1 It would be very good to make it possible to place Gameobjects which as child of a spawner, which then gets the rotation and position. This way the user can make the patterns themself or with another tool. 4.2 It would be very good to give the option to use randomparameters for spawning objects within a certrain range this way you can easily give variaty to levels. 5. It would be very good to give Worldvariables the option to FireCustomEvent if changed/updated e.g. spawn LevelUp text and play masteraudio sound or handover to a DoTween to shake the text. 6. It would be good to spawn more than one prefab group. example if a boss-enemy is hit an explosion must be spawned, but also e.g. a HUD-text +100 Bonus. At the moment it would be needed to make a group with bonus 100 text and explosion. But what if I want to spawn a Gem and an explosion, new group would be necessary. - Another solution could be to make virtual combi groups, maybe. 7. Sometimes my enemy-ships spawn somewhere and flicker first at another place, I did not investigate so far where the problem is, but I read somewhere, spawned items must be reset before despawned. (DoTween has a manager component for Poolingsystem which says rewind) I am not sure if the transform should be reset to 0,0, 0 or copy the transform at the beginning and then reset to this values. I have enemy-ships that are moved by an mechanim animation and others which are moved by a tween. - > would it be possible to make a tutorial video about what has to be reset in specific when working with a pooling system for beginners and/or even put in an option to the Killable-script reset/rewind (just click here and you will be fine)? 8. It would be very good if it would be possible to move setup waves on Synchro Spawners to another Synchro Spawners. This would be helpfull when refactoring the game. 9. It would be very good to give a wave-completion Bonus only if all are killed. (this is a classic combo bonus and gives a nice gameplay experience to players) 10. Levelsettings - would be helpfull for ballancing games when it would be possible to change Levelnumbers. It is hard to exchange Level 4 with 5 etc. at the moment. 11. It would be very good to add a Respawn on customevent option to triggered spawners.
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