WorldConstants |
Constants for World API
|
WorldController |
A sample controller and interface for the world manager
|
WorldControllerEditor |
Editor script for world API sample controller
|
WorldManager |
WorldManager API (WAPI) allows you to control the components that render your
environment a generic and coordinated way.
The intention is to bridge the gap between assets and make it easier to
develop games by plugging them together using a common API. You will still
configure assets individually to your own taste, but coordination and control
is generic and centralised.
Assets can choose which parts of the API they implement and regardless of how
much they support, you will still get value from this system because of the
way it coordinates their behaviour.
To generate events, and get and set values use the following generic format e.g.
WorldManager.Instance.Api()
To receive events when values are changed implement your own listener via the
IWorldApiChangeHandler interface and then connect it up
WorldManager.Instance.AddListener(this);
To stop receiving events when values change disconnect your handler e.g.
WorldManager.Instance.RemoveListener(this);
To shut everything down and start it up again use WorldAPIActive e.g.
WorldManager.Instance.WorldAPIActive = false;
To use as global variables in shaders the general naming standard is
_WAPI_[PropertyName], however in many instances the data has been stored
in vectors for efficient transfer to the GPU, so take a peek at the code to
get the naming. At the very least however all shader variables are prefixed
with _WAPI_.
|
WorldManagerDataExtension |
Base class for any World API extensions.
Use this to inject data or behaviour to be executed in LateUpdate.
Because this is a generic class, make sure you dont mess with any other
extensions that may be present.
|