Adam's Lair Forum

Plugin: Duality.Actions
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Author:  eyeliner [ 2017/02/09, 20:03 ]
Post subject:  Plugin: Duality.Actions

Hey there!

As promised a while back, I offered myself to make a behaviours plugin, and here it is.
The programming could be better, but I'm fairly certain the logic is sound.

For some reason, Duality's Time class is kicking my ass, because I'm having to resort to Time.LastDelta for a few calculations. Not sure if it is right but the output is smoooooothhh, so it must not be that wrong.

4 Directional movement (with the possibility to map keys)
Fading In Out and both
Wave Movement (sin wave)
Lateral Movement (cos wave)
Look at Mouse
Look at GameObject
Look at Position
Make Solid (currently useless)
Move To Position (HardCoded)
Move To Mouse
Move to Mouse Click
Move To GameObject
Rotate Clockwise and Anticlockwise

Any and all additional behaviours you might think are welcome. I believe this could be quite a useful tool.

For me anyway.
I'll slap it on Nuget, what do you have to say? Is it worthy at this time, or should I wait until it is more mature?

Author:  loeller [ 2017/02/09, 20:16 ]
Post subject:  Re: Plugin: Duality.Behaviours

Cool, this is definitely useful! Time stuff is going to change in v3 to a degree, so don't bother too much with that (However I don't have a slightest expectation on the release date). I think the set of the features is complete enough to fill a meaningful package (also there's a namespace name convention you might wanna now about). Just write some docs ^^

Author:  eyeliner [ 2017/02/10, 14:31 ]
Post subject:  Re: Plugin: Duality.Behaviours

Hm... Can't seem to remember to see any namespace conventions anywhere.

Care to enlighten the heathen? xD

Author:  SirePi [ 2017/02/10, 17:32 ]
Post subject:  Re: Plugin: Duality.Behaviours


Author:  eyeliner [ 2017/02/10, 17:46 ]
Post subject:  Re: Plugin: Duality.Behaviours

Ah, cool stuff! I shall post it on Nuget (I hope) shortly.

Author:  hsnabn [ 2017/02/10, 20:48 ]
Post subject:  Re: Plugin: Duality.Behaviours

Nice work! Looks like it'll help in quick prototyping situations.

Also, one more thing: You appear to have included the auto-generated YourCustomComponentType.cs file in the repository?

Author:  eyeliner [ 2017/02/11, 13:51 ]
Post subject:  Re: Plugin: Duality.Behaviours

Thanks! That is one of the intended points. Slapping a few routinely used "controls", without the need to code them in, specially if they are a couple of lines long, should help someone new in game development/Duality breaking in.

I'd like some suggestions, though. There's a few more behaviours (I'll call them "actions" from here on) I can add, and a few more I might forget, so throw them suggestions in!

About that class:
Heh, guess I forgot to delete it. Don't remember how I managed to let that one through, though. It doesn't appear in my solution. And the namespace is way off.

Must have been some freak leftover file, because I created a new project from Duality itself, and it might have made a copy of it. I'll get to it eventually.

And as I figured, I can't understand Nuget, yet. This thing doesn't appear in Duality's package manager. *sigh*

Author:  hsnabn [ 2017/02/11, 18:46 ]
Post subject:  Re: Plugin: Duality.Behaviours

eyeliner wrote:
And as I figured, I can't understand Nuget, yet. This thing doesn't appear in Duality's package manager. *sigh*
It seems like it does appear initially, but it might be because of version incompatibility that it is filtered out. Could you post the .nuspec file, so we could take a look?

Author:  eyeliner [ 2017/02/13, 14:04 ]
Post subject:  Re: Plugin: Duality.Behaviours

Hey! Got it to appear, finally. I guess it was a mismatch between .nuspec fields, or whatever.
Sadly, it has a generic icon, but I shall resolve it in future iterations because I had the impression it was correctly set up.

Heh, guess I'm becoming a bit more inteligent. It's good to "get out there" and show stuff.

Author:  eyeliner [ 2017/02/13, 18:31 ]
Post subject:  Re: Plugin: Duality.Actions

So, here's a bit of an example of what a few simple components can achieve:
Gfycat Video - Click to Play. [Source]

The main ship has two components from the action library:
Create GameObject

The bullet, another two:

Each action has values to edit them, of course.

I shall work on a few more actions so to make the bare essentials of a shooter game, I guess.

Any thoughts?

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