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A set of code useful for developing Unity based games. It is independent of any architecture, so you can use it together with your favorite framework.

These are the foundations on which Game:Work Core is built.

๐ŸŽ‡ Features

  • Architecture agnostic, use it in any code.
  • Many attributes to make your classes more usable in the editor. Custom Inspector to help you create your own inspectors.
  • Multiple utilities to improve your developments: checkers, debug draw, profiling and a console with custom commands.
  • A lot of .Net and Unity types extensions (System, Unity, functional, enum, collider, texture, animator, MonoBehaviour, and more).
  • The most used design patterns (15 patterns), in generic versions so that they are easy to adapt to your needs.
  • Data Holders system with typed ScriptableObject holders and generic Option class for local/global value configuration.
  • Utilities to speed up prototyping time.
  • Commented code with test units.

๐Ÿ”ง Requisites

  • Unity 6000.0 or higher.
  • Universal RP 14.0.11 or higher.
  • Test Framework 1.1.31 or higher.

โš™๏ธ Installation

Editing your 'manifest.json'

  • Open the manifest.json file of your Unity project.
  • In the section "dependencies" add:
{
  ...
  "dependencies":
  {
    ...
    "FronkonGames.GameWork.Foundation": "git+https://github.com/FronkonGames/GameWork-Foundation.git"
  }
  ...
}

Git

Just clone the repository into your Assets folder:

git clone https://github.com/FronkonGames/GameWork-Foundation.git 

Zip

Download the latest release and unzip it into the Assets directory.

๐Ÿš€ Use

The functionality is divided into folders, this is its structure:

|
|\_Runtime......................... Utilities for the game.
|   |\_Algorithms.................. Algorithms.
|   |    \_Structures.............. Data structures.
|   |\_Attributes.................. Attributes for fields and class properties.
|   |\_Components.................. Components.
|   |\_Data......................... Data utilities.
|   |   |\_Holders.................. ScriptableObject value holders.
|   |    \_Serialization............ Serializable types for Unity (DateTime, Time, Dictionary).
|   |\_Development................. Developer utilities.
|   |   |\_Check................... Assert extension.
|   |   |\_Console................. Development console.
|   |   |\_Draw.................... Utilities for drawing gameplay information.
|   |   |\_Profiling............... To find bottlenecks.
|   |    \_Prototype............... Useful components for prototypes.
|   |\_Extensions.................. Utility extensions.
|   |   |\_System.................. C# extensions.
|   |    \_Unity................... Unity extensions.
|   |\_Math........................ Mathematical utilities.
|   |\_Patterns.................... Design patterns.
|   |   |\_Behavioral.............. Behavioural patterns.
|   |   |\_Creational.............. Creation patterns.
|   |   |\_Structural.............. Structure patterns.
|   |    \_Optimization............ Optimization patterns.
|    \_Utils....................... Utilities.
|
|\_Editor.......................... Editor utilities.
|   |\_Drawers..................... Custom attribute viewers.
|   |\_Fonts....................... Font for debug.
|    \_Inspector................... Editor appearance utilities.
|
|\_Settings........................ Project settings.
|\_Demos........................... Demo scenes.
|\_Media........................... Misc resources.
 \_Test............................ Unit tests code.

Check the comments for each file for more information.

Attributes

[Title("Attributes Demo")]
[MessageBox("MessageBox test", MessageType.Info)]
[Label("Int field")]
[Field(50)]
public int intField;

[Label("Int less than 0")]
[FieldLess(0, -1)]
public int intLess = -1;

[Label("Int less equal than 0")]
[FieldLessEqual(0, 0)]
public int intLessEqual;

[Label("Int greater than 0")]
[FieldGreat(0, 10)]
public int intGreater;

[Label("Int greater equal than 10")]
[FieldGreat(10, 10)]
public int intGreaterEqual;

[Label("Int")]
[Slider(0, 10, 10)]
public int intSlider;

[Label("Int snap 10")]
[Slider(0, 100, 50, 10)]
public int intSnap;

[Label("Ints min/max")]
[MinMaxSlider(0, 100, 0, 100)]
public int intMin = 0;

[HideInInspector]
public int intMax = 100;

[Label("Float field")]
[Field(1.0f)]
public float floatField;

[Label("Float less than 0")]
[FieldLess(0.0f, -1.0f)]
public float floatLess = 1.0f;

[Label("Float less equal than 0")]
[FieldLessEqual(0.0f, 0.0f)]
public float floatLessEqual;

[Label("Float greater than 0")]
[FieldGreat(0.0f, 1.0f)]
public float floatGreater;

[Label("Float greater equal than 0")]
[FieldGreatEqual(0.0f, 0.0f)]
public float floatGreaterEqual;

[Label("Float")]
[Slider(0.0f, 1.0f, 1.0f)]
public float floatSlider;

[Label("Float snap 0.5")]
[Slider(0.0f, 1.0f, 0.5f, 0.1f)]
public float floatSnap;

[Label("Floats min/max")]
[MinMaxSlider(0.0f, 1.0f)]
public float floatMin = 0.0f;

[HideInInspector]
public float floatMax = 1.0f;
[Label("Nice name")]
public string badName;
[Password]
public string password;
[Indent(0)]
public string noIndent;

[Indent(1)]
public string indented;
[NotNull]
public GameObject cantBeNull;
[File]
public string filePath;

[Folder]
public string folderPath;
[Scene]
public int sceneIndex;
[NotEditable]
public string notEditable;

[OnlyEditableInEditor]
public string editableInEdit;

[OnlyEditableInPlay]
public string editableInPlay;
public bool toggle;

[EnableIf(nameof(toggle))]
public string enableIf;

[DisableIf(nameof(toggle))]
public string disableIf;
public bool toggle;

[ShowIf(nameof(toggle))]
public string showIf;
public bool toggle;

[HideIf(nameof(toggle))]
public string hideIf;
[KeyCode]
public KeyCode keyCode;
[NotEditable]
public int counter;

[Button(nameof(Increase))]
public string buttonInc;

[Button(nameof(Reset))]
public string buttonReset;

public void Increase() => counter++;
public void Reset()    => counter = 0;

Custom Inspector

A simple way to create your own inspectors by quickly accessing all the private fields of your components.

Check

Checks the values of the variables that a function receives. If the condition is not met, an exception is thrown. Only active when 'UNITY_ASSERTIONS' is defined (default only in the Editor).

public void GetImpact(GameObject gameObject, float damage, Vector3 impact)
{
    Check.IsNotNull(gameObject);
    Check.IsWithin(damage, 0.0f, 100.0f);
    Check.Greater(impact, Vector3.zero);
    
    ...
}

Take a look at the Check class folder.

Draw

Visualize in the Editor Scene window useful information of your game, in a simple way and without affecting the final performance of the game.

// Displays an array of points.
points.Draw();

// Displays the player's direction.
player.transform.Draw();

// Displays the name of the GameObject.
player.DrawName();

// Displays RaycastHits.
int hits = Physics.RaycastNonAlloc(playerRay, playerHits, 100.0f);
if (hits > 0)
  playerHits.Draw(playerRay);

Prototype

Useful components to support the development of prototypes:

Development Console

A developer console for executing commands.

Simply add a GameObject with the DevelopmentConsole component and assign the commands you want to use to it.

Commands are ScriptableObjects that you can create from DevelopmentCommand. See the commands included in this folder.

/// <summary>
/// Quit application.
/// </summary>
[CreateAssetMenu(fileName = "Quit", menuName = "Game:Work/Development/Command/Quit")]
public class QuitCommand : DevelopmentCommand
{
    public QuitCommand()
    {
      Id = "quit";
      Usage = "quit";
      Description = "Quit application.";
    }

    public override bool Execute(string[] args)
    {
        Application.Quit();
    
        return true;
    }
}

Profiling

It measures in a simple way the time it takes for a block of code to execute, or the memory it consumes.

using (Profiling.Time("Some slow code"))
{
    ...
}

Output the message: "Task 'Some slow code' took 27.66ms (0 frames)"

using (Profiling.Memory("Some hungry code"))
{
    ...
}

Output the message: "Task 'Some hungry code' consume 4.00 kb".

Algorithms

Algorithms and data structures.

Patterns

The most used design patterns, all using generics:

Data Holders

Typed ScriptableObject holders for decoupled data configuration:

// Create a holder asset: Create > GameWork > Data Holders > Float Holder
[CreateAssetMenu(menuName = "GameWork/Data Holders/Float Holder")]
public class FloatHolder : ScriptableObject, IValueHolder<float>
{
  [SerializeField] private float value = 0f;
  public float GetValue() => value;
  public void SetValue(float newValue) => value = newValue;
}

// Use Option for flexible local/global configuration
[System.Serializable]
public class Option<TValue, THolder> where THolder : ScriptableObject, IValueHolder<TValue>
{
  // Mode: Disabled, LocalValue, GlobalValue
  // Value returns local or global based on mode
}

Available holders: Bool, Int, Float, String, Color, Vector2/3/4, Quaternion, GameObject, Transform, AudioClip, Material, Sprite, Texture, LayerMask, Collider, Collider2D, Rigidbody, Rigidbody2D, RectTransform.

Serialization

Serializable wrappers for .NET types that Unity cannot serialize directly:

  • SerializableDateTime: Wraps System.DateTime into serializable int fields. Supports implicit conversion to/from DateTime.
  • SerializableTime: Wraps TimeSpan as a serializable struct with days/hours/minutes/seconds/milliseconds. Factory methods: FromSeconds, FromTicks, FromTimeSpan, FromDateTime.
  • SerializableDictionary: A serializable Dictionary<TKey, TValue> using ISerializationCallbackReceiver. Factory methods: FromDictionary, FromKeyPairValueList.
  • SerializableKeyValuePair: A serializable KeyValuePair<TKey, TValue> with implicit conversions.

Unit tests

More than 400 tests.

๐Ÿ“œ License

Code released under MIT License.

'Prototype Asset Pack' by AssetHunts.

'Prototype Textures' and 'Mannequin Character Pack' by AssetHunts.

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