# UnityFramework
Framework for Unity that includes
- Lots of useful utility classes.
- Simple but powerful Event based Statemachine system with editor.
- Localisation system
- Fast and powerful NodeGraph system with editor.
# Features
### Statemachine Editor
![Alt text](ReadmeAssets/Statemachine.png?raw=true "The statemachine editor.")
![Alt text](ReadmeAssets/Timeline.png?raw=true "The statemachine editor.")
The statemachine editor allows you to create statemachines that can be used to drive logic in your project or be used for things like branching dialgoue.
Statemachines are serialised to text assets (as xml) and they support cross scene references for gameobjects/components so can control your games flow whilst it loads / unloads different scenes.
Different types of states are supported:
- Timeline states which can trigger events (and its easy to write/add your own)
- Coroutine states that simply run and wait for a coroutine on a monobehaviour
- Conditional states which will make the statemachine remain in the state until a condition is met. These can be used to branch logic or wait for an player action (its also easy to write/add your own conditions for branching logic)
### NodeGraph Editor
![Alt text](ReadmeAssets/NodeGraphEditor.png?raw=true "The node graph editor.")
The node graph editor allows you to create node graphs that can be used to drive animations, blend values on materials, change light colors etc and are easily extendible to add your own nodes.
Node graphs are likewise serialised to text assets (as xml) so can be reused throughout your project.
The component that runs the nodegraph can pass it unique data values via 'input nodes'.
This means for example the same node graph that idly oscillates an object (eg a floating rock) can be reused on different objects each with different values for oscillation height and speed - you dont have to change the node graphs, instead simply use different input values on the component.
Node graphs can also have output nodes which allow them to be chained - one Node Graphs output can be hooked up to the input of another.
This allows controlling a load of nodegraphs from one single one, eg controlling a scenes lighting and post effects based on a parent nodegraph that outputs the suns position in the sky.
### Localisation Editor
![Alt text](ReadmeAssets/Localisation.png?raw=true "The localisation editor.")
The Localisation system allows you to use localised strings as properties, or on Text or TextMesh components, or directly and edit them using a simple fast editor.
It supports variable replacement either per string or globally (any global variables will automatically get replaced in all strings).
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Framework for Unity that includes (1)Lots of useful utility classes. (2) Simple but powerful Event based Statemachine system with editor. (3) Localisation system (4) Fast and powerful NodeGraph system with editor.
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【Unity开发】通用框架代码-UnityFramework (1120个子文件)
Framework.asmdef 543B
Framework.Editor.asmdef 485B
DebugMenuFont SDF.asset 2.08MB
GPUAnimations.cginc 6KB
GPUAnimationsMultiLayered.cginc 3KB
MeshVertexBillboards.cginc 1KB
MeshVertexRendering.cginc 1KB
MeshVertexBaker.cginc 826B
UnityPlayModeSaver.cs 67KB
LocalisationEditorWindow.cs 31KB
StateMachineEditor.cs 29KB
NodeGraphEditor.cs 24KB
GPUAnimationsEditor.cs 23KB
ScriptableObjectHierarchyEditor.cs 20KB
XmlConverter.cs 20KB
LegacyAnimator.cs 19KB
ZoomableScrollArea.cs 19KB
MaterialPerInstancePropertiesInspector.cs 16KB
UnityPlayModeSaverWindow.cs 14KB
Interpolation.cs 14KB
TimelineScrollArea.cs 14KB
NodeGraphComponentInspector.cs 13KB
DebugMenuInputActions.cs 13KB
EditorUtils.cs 13KB
GPUAnimation.cs 13KB
DebugMenuManager.cs 12KB
AnimatorLODControllerOverridesEditor.cs 12KB
MathUtils.cs 12KB
AnimatedList.cs 11KB
AnimatorLODGroup.cs 11KB
Localisation.cs 10KB
NodeGraphComponent.cs 10KB
SerializedPropertyUtils.cs 10KB
NodeEditorGUI.cs 9KB
LinearPath.cs 9KB
LocalisedTextMeshProInspector.cs 9KB
PrefabInstancePool.cs 9KB
GameObjectUtils.cs 9KB
DynamicValuePropertyDrawer.cs 9KB
MeshInstanceParticleSystem.cs 8KB
PathRouteFinding.cs 8KB
MeshInstanceRenderer.cs 8KB
SerializationEditorGUILayout.cs 8KB
PlayableDirectorBindingsInspector.cs 8KB
StateEditorGUI.cs 8KB
ComponentRefEditor.cs 7KB
GPUAnimationsIO.cs 7KB
PathInspector.cs 7KB
GPUAnimationPlayer.cs 7KB
MaterialRefPropertyDrawer.cs 7KB
BezierPath.cs 6KB
ScriptableObjectHierarchyGridEditor.cs 6KB
RectTransformMover.cs 6KB
AnimatorLODOverrideController.cs 6KB
MaterialPerInstanceProperties.cs 6KB
TextMeshProLines.cs 6KB
StringUtils.cs 6KB
TimelineUtils.cs 6KB
Path.cs 6KB
TransformMover.cs 6KB
ComponentRefPropertyDrawer.cs 6KB
NodeGraph.cs 6KB
GPUAnimatorParticleSystem.cs 5KB
MeshVertexRendererEditor.cs 5KB
HidableComponent.cs 5KB
UnityPlayModeSaverSceneUtils.cs 5KB
RandomPicker.cs 5KB
SystemUtils.cs 5KB
GPUAnimatorLayer.cs 5KB
SerializedObjectMemberInfo.cs 5KB
TextMeshProSettings.cs 5KB
GPUAnimatorBoneFollower.cs 5KB
LegacyAnimatorTrackMixer.cs 5KB
LocalisedTextMeshPro.cs 5KB
LocalisedString.cs 4KB
NodeInputFieldBase.cs 4KB
GameObjectRef.cs 4KB
ApproximatedBezierPath.cs 4KB
PathPositionPropertyDrawer.cs 4KB
DragInputHandler.cs 4KB
LocalisationEditorTextWindow.cs 4KB
GameObjectRefPropertyDrawer.cs 4KB
FloatRangeSet.cs 4KB
CollisionUtils.cs 4KB
GPUAnimatorRendererControllerOverrider.cs 4KB
MeshVertexRenderer.cs 4KB
GameObjectRefEditor.cs 4KB
TimelineEditorUtils.cs 4KB
ComponentMethodRefEditor.cs 4KB
LocalisedTextMesh.cs 4KB
GPUAnimator.cs 4KB
PrefabInstanceTrackMixer.cs 4KB
AssetUtils.cs 4KB
GPUAnimationState.cs 4KB
LegacyAnimatorTrackInspector.cs 4KB
XmlGradientConverter.cs 3KB
GraphicsUtils.cs 3KB
GPUAnimatorParticleSystemInspector.cs 3KB
HorizontalMoverGroup.cs 3KB
GPUAnimations.cs 3KB
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