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My custom commands made to be used for my game development called Aya's Loop


BaloonDialog - Baloon Thoughts/Dialog like in anime/manga
Clickable Character - You must eyeballing the position of the BoxCollider on Scene while the game is running to get the exact position. Currently it's not possible to follow character movement, it can, but comes with performance degradation, so disabled for now Copy ClickableCharacterEditor.cs to Editor folder Copy ClickableCharacter.cs to your Assets folder
CartoonEffects - (EXPERIMENTAL) 2D animation effects
PauseScreen - Pause command
ThreeFramer - Frame-by-frame background animation Makes backgound to move in loop by continuously shuffling it's index in hieararchy. Note: This is single instance only. Meaning it can't animate multiple backgound instances!
Transition - Custom seamless Transition animation with jump through label feature.
twoDeffects - Fake 2D particle system through LeanTween.
PortraitAnim - Character frame-by-frame animation utilizing the portraits list(use Enable & Disable to activate and deactivate) Making a character blinking, noding or moving in general pretty much easier. It is recommended to create separate character entity with animation sprites in it. Access from code : PortraitAnim varname = GetComponent(); varname.disablePortraitAnim(false); IMPORTANT! Create separate fresh Stage just for this custom comamand and Do not use Dim or any other fancy settings in Stage! Note: You must copy the PortraitAnimEditor to Editor folder!
Say3rd - Say command with 3rd person/narrator functionality like in story books
SetMouseCursor - Custom cursor with animation while clicking.
BetterWait - To halt execution temporarily with click spam prevention, which the original doesn't have, without click spam prevention in some cases the game would sometimes fail. The original uses Invoke, this uses Coroutine.
StandAloneCharacterPointSystem - Super simple realtime variable loader that can be used for; affection point/MP/HP. Put this on separate/disconnected block