A framework of patterns for avoiding antipatterns in Unity
Inspired heavily (entirely) by Ryan's talk at Unite 2017, this is a framework that provides some tools that make writing better game code easier.
This framework depends heavily on ScriptableObjects to make things work. As such, you should have an understanding of what those are! The best way to get that understanding is likely from this video.
Current version is
0.1.0
These are the "tools" that the framework provides 🎉
Abstract class
A SOObject
represents some primitive type as a scriptable object. It's effectively a data wrapper.
A primitive wrapper, wrapping a boolean value.
A primitive wrapper, wrapping a float value.
A primitive wrapper, wrapping an int value.
A primitive wrapper, wrapping a string value.
Abstract class
A SOReference
provides an abstraction layer for your systems - enabling them to work on data represented as SOObject
s, or as constant values.
Abstraction representing either a SOBool
or a boolean constant.
Abstraction representing either a SOFloat
or a float constant.
Abstraction representing either a SOInt
or an int constant.
Abstraction representing either a SOString
or a string constant.
A SOEvent
represents an event that can be raised, and a collection of listeners that will be notified in the event that it is, in fact, raised.
Raises the event (optionally with parameters)
Registers a listener
Unregisters a listener
A SOEventListener
represents the response to a SOEvent
- namely the action(s) to take when it is raised
A SOSet
represents a collection of items.
Returns the child items
Returns the count of the child items
Adds a child item
Removes a child item
A set wrapper for storing GameObject
s
A runtime helper for adding GameObject
s to a GameObjectSOSet
- this enables runtime population of a set
Contains information about the framework (like version, editor tooling information, etc)