Difference between revisions of "Single Player CCG Kit Manual"

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(How Addressables work in a nutshell)
(How Addressables work in a nutshell)
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These assets are located in the ''GameData'' folder and the ''Players'' and ''Enemies'' subfolders, respectively.
 
These assets are located in the ''GameData'' folder and the ''Players'' and ''Enemies'' subfolders, respectively.
  
In order to mark an asset as Addressable, you just need to toggle the ''Addressable'' option in the asset's Inspector and provide a name for it. Addressable assets will automatically be added to the Addressable's Default Local Group, so they can be easily accessible by default. Addressable initialization happens in the GameBootstrap script and is done by name (with the name strings being specified in the GameBootstrap's Inspector). This might change in the future, as once a map is added to the kit we might need to change the loading code as well.
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In order to mark an asset as Addressable, you just need to toggle the ''Addressable'' option in the asset's Inspector and provide a name for it. Addressable assets will automatically be added to the Addressable's Default Local Group, so they can be easily accessible by default. Addressable initialization happens in the GameBootstrap script and is done by reference (with the referenced addressable assets being specified in the GameBootstrap's Inspector).
  
 
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Revision as of 00:55, 11 February 2020

How Addressables work in a nutshell

Single-Player CCG Kit uses the Addressable Asset System for dynamically loading its resources. We recommend going over the package documentation to understand the reasoning and benefits of using this system, as opposed to classic Unity systems like the Resources folder.

The kit currently provides two Addressable assets:

  • Wizard (for the player character).
  • Demon (for the enemy character).

As more card effects are developed in future updates, we will provide additional characters with different abilities/AI patterns.

These assets are located in the GameData folder and the Players and Enemies subfolders, respectively.

In order to mark an asset as Addressable, you just need to toggle the Addressable option in the asset's Inspector and provide a name for it. Addressable assets will automatically be added to the Addressable's Default Local Group, so they can be easily accessible by default. Addressable initialization happens in the GameBootstrap script and is done by reference (with the referenced addressable assets being specified in the GameBootstrap's Inspector).