├── docs
├── gifs
│ ├── Errors.gif
│ ├── AddWidgets.gif
│ ├── AddWidgetMenu.gif
│ └── NameCleanups.gif
└── imgs
│ ├── Layers.png
│ ├── Scenes.png
│ ├── Tags.png
│ └── SortingLayers.png
├── proj.unity
├── ProjectSettings
│ ├── ProjectVersion.txt
│ ├── ClusterInputManager.asset
│ ├── NetworkManager.asset
│ ├── TimeManager.asset
│ ├── UnityAdsSettings.asset
│ ├── AudioManager.asset
│ ├── EditorSettings.asset
│ ├── EditorBuildSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── DynamicsManager.asset
│ ├── Physics2DSettings.asset
│ ├── TagManager.asset
│ ├── GraphicsSettings.asset
│ ├── NavMeshAreas.asset
│ ├── NavMeshLayers.asset
│ └── QualitySettings.asset
└── Assets
│ ├── Asset Store Art
│ ├── pngs
│ │ ├── icon.png
│ │ ├── Facebook Art.png
│ │ ├── largeimage.png
│ │ ├── smallImage.png
│ │ ├── Screen Shot UI.png
│ │ ├── Tags Screen Shot.png
│ │ ├── Layers Screen Shot.png
│ │ ├── Scenes Screen Shot.png
│ │ ├── Sorting Layers Screen Shot.png
│ │ ├── icon.png.meta
│ │ ├── Facebook Art.png.meta
│ │ ├── largeimage.png.meta
│ │ ├── smallImage.png.meta
│ │ ├── Screen Shot UI.png.meta
│ │ ├── Tags Screen Shot.png.meta
│ │ ├── Layers Screen Shot.png.meta
│ │ ├── Scenes Screen Shot.png.meta
│ │ └── Sorting Layers Screen Shot.png.meta
│ ├── Screen Shot UI.psd
│ ├── psds
│ │ ├── Facebook Art.psd
│ │ ├── icon_template.psd
│ │ ├── Tags Screen Shot.psd
│ │ ├── Layers Screen Shot.psd
│ │ ├── Scenes Screen Shot.psd
│ │ ├── Full Size Working Doc.psd
│ │ ├── large_image_template.psd
│ │ ├── small_image_template.psd
│ │ ├── Sorting Layers Screen Shot.psd
│ │ ├── Facebook Art.psd.meta
│ │ ├── Tags Screen Shot.psd.meta
│ │ ├── icon_template.psd.meta
│ │ ├── Full Size Working Doc.psd.meta
│ │ ├── Layers Screen Shot.psd.meta
│ │ ├── Scenes Screen Shot.psd.meta
│ │ ├── large_image_template.psd.meta
│ │ ├── small_image_template.psd.meta
│ │ └── Sorting Layers Screen Shot.psd.meta
│ ├── pngs.meta
│ ├── psds.meta
│ └── Screen Shot UI.psd.meta
│ ├── AssetStoreTools
│ ├── Editor
│ │ ├── icon.png
│ │ ├── AssetStoreTools.dll
│ │ ├── DroidSansMono.ttf
│ │ ├── AssetStoreToolsExtra.dll
│ │ ├── DroidSansMono.ttf.meta
│ │ ├── AssetStoreTools.dll.meta
│ │ ├── AssetStoreToolsExtra.dll.meta
│ │ └── icon.png.meta
│ └── Editor.meta
│ ├── Script Forge
│ ├── Editor
│ │ ├── Fonts
│ │ │ ├── Catamaran-Regular.ttf
│ │ │ ├── ScriptForgeIcon.png
│ │ │ ├── fontawesome-webfont.ttf
│ │ │ ├── AlegreyaSansSC-BoldItalic.ttf
│ │ │ ├── README.txt
│ │ │ ├── README.txt.meta
│ │ │ ├── fontawesome-webfont.ttf.meta
│ │ │ ├── Catamaran-Regular.ttf.meta
│ │ │ ├── AlegreyaSansSC-BoldItalic.ttf.meta
│ │ │ └── ScriptForgeIcon.png.meta
│ │ ├── Fonts.meta
│ │ ├── Widgets.meta
│ │ ├── Miscellaneous.meta
│ │ ├── Forges.meta
│ │ ├── Templates.meta
│ │ ├── Forges
│ │ │ └── Scenes.meta
│ │ ├── Widgets
│ │ │ ├── Components.meta
│ │ │ ├── Attributes.meta
│ │ │ ├── AnimationsWidget.cs.meta
│ │ │ ├── ResourcesWidget.cs.meta
│ │ │ ├── FolderFilterWidget.cs.meta
│ │ │ ├── Components
│ │ │ │ ├── EnumComponent.cs.meta
│ │ │ │ ├── ForgeComponent.cs.meta
│ │ │ │ ├── RequiredWidgetComponetsAttribute.cs.meta
│ │ │ │ ├── RequiredWidgetComponetsAttribute.cs
│ │ │ │ ├── ForgeComponent.cs
│ │ │ │ └── EnumComponent.cs
│ │ │ ├── Attributes
│ │ │ │ ├── InDevelopmentAttribute.cs.meta
│ │ │ │ ├── RequiredWidgetAttribute.cs.meta
│ │ │ │ ├── RequiredWidgetAttribute.cs
│ │ │ │ └── InDevelopmentAttribute.cs
│ │ │ ├── Widget.cs.meta
│ │ │ ├── AboutWidget.cs.meta
│ │ │ ├── ForgeWidget.cs.meta
│ │ │ ├── LayersWidget.cs.meta
│ │ │ ├── ScenesWidget.cs.meta
│ │ │ ├── SettingsWidget.cs.meta
│ │ │ ├── TagsWidget.cs.meta
│ │ │ ├── SortingLayersWidget.cs.meta
│ │ │ ├── SettingsWidget.cs
│ │ │ ├── AboutWidget.cs
│ │ │ ├── TagsWidget.cs
│ │ │ ├── SortingLayersWidget.cs
│ │ │ ├── ScenesWidget.cs
│ │ │ └── LayersWidget.cs
│ │ ├── Constants.meta
│ │ ├── Miscellaneous
│ │ │ ├── ExtenalLinks.cs.meta
│ │ │ ├── FontAwesomeIcons.cs.meta
│ │ │ ├── ExtenalLinks.cs
│ │ │ └── FontAwesomeIcons.cs
│ │ ├── Constants
│ │ │ ├── ProjectVersion.cs
│ │ │ ├── ProjectVersion.cs.meta
│ │ │ ├── LayoutSettings.cs.meta
│ │ │ ├── ScriptForgeLabels.cs.meta
│ │ │ ├── ScriptForgeStyles.cs.meta
│ │ │ └── LayoutSettings.cs
│ │ ├── ScirptForgeErrors.cs
│ │ ├── Templates
│ │ │ ├── BaseTemplate.cs.meta
│ │ │ ├── ResourceItem.cs.meta
│ │ │ ├── ResourceNode.cs.meta
│ │ │ ├── TagsTemplate.cs.meta
│ │ │ ├── AnimationsTemplate.cs.meta
│ │ │ ├── LayersTemplate.cs.meta
│ │ │ ├── ResourceFolder.cs.meta
│ │ │ ├── ResourcesTemplate.cs.meta
│ │ │ ├── ScenesTemplate.cs.meta
│ │ │ ├── TemplateSession.cs.meta
│ │ │ ├── SortingLayersTemplate.cs.meta
│ │ │ ├── NamingUtility.cs.meta
│ │ │ ├── ResourceNode.cs
│ │ │ ├── ResourceItem.cs
│ │ │ ├── TemplateSession.cs
│ │ │ ├── NamingUtility.cs
│ │ │ ├── ResourceFolder.cs
│ │ │ ├── ResourcesTemplate.cs
│ │ │ ├── TagsTemplate.cs
│ │ │ └── SortingLayersTemplate.cs
│ │ ├── ColorFlash.cs.meta
│ │ ├── EditorGUILayoutEx.cs.meta
│ │ ├── ScirptForgeErrors.cs.meta
│ │ ├── ScriptableForge.cs.meta
│ │ ├── ScriptableForgeEditor.cs.meta
│ │ ├── ColorFlash.cs
│ │ └── EditorGUILayoutEx.cs
│ ├── ReadMe.txt.meta
│ ├── ReadMe.txt
│ └── Editor.meta
│ ├── Script Forge.meta
│ ├── Resources.meta
│ ├── Asset Store Art.meta
│ ├── AssetStoreTools.meta
│ ├── GeneratedClasses.meta
│ └── Resources
│ └── Lights.meta
├── proj.cs
└── ScriptForge
│ ├── Templates
│ ├── Resources
│ │ ├── Scripts
│ │ │ ├── ResourceNode.cs
│ │ │ ├── ResourceItem.cs
│ │ │ └── ResourceFolder.cs
│ │ ├── ResourcesTemplatePreview.cs
│ │ ├── ResourcesTemplatePreview.tt
│ │ ├── ResourcesTemplate.tt
│ │ └── ResourcesTemplate.cs
│ ├── Layers
│ │ ├── LayersTemplatePreview.cs
│ │ ├── LayersTemplatePreview.tt
│ │ └── LayersTemplate.tt
│ ├── Scenes
│ │ ├── ScenesTemplatePreview.tt
│ │ ├── ScenesTemplatePreview.cs
│ │ └── ScenesTemplate.tt
│ ├── Sorting Layers
│ │ ├── SortingLayersTemplatePreview.cs
│ │ ├── SortingLayersTemplatePreview.tt
│ │ ├── SortingLayersTemplate.tt
│ │ └── SortingLayersTemplate.cs
│ ├── Tags
│ │ ├── TagsTemplatePreview.tt
│ │ ├── TagsTemplatePreview.cs
│ │ ├── TagsTemplate.tt
│ │ └── TagsTemplate.cs
│ ├── Utility
│ │ ├── TemplateSession.cs
│ │ └── NamingUtility.cs
│ └── Base
│ │ └── BaseTemplate.tt
│ ├── Properties
│ └── AssemblyInfo.cs
│ └── Export Settings.xml
├── .gitignore
├── LICENSE
└── README.md
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1 | Thank you for buying Script Forge!
2 |
3 | Please see the documentation at
4 |
5 | https://docs.google.com/document/d/1bxVq8MFR5EYw3l-3sPjZjOpy0gFE45mpQFFIwYrTVQA/edit
6 |
7 | Regards,
8 | Byron M.
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1 | All fonts used in the project are free for public use.
2 |
3 | Google Fonts
4 | [https://fonts.google.com]
5 | - AlegreyaSansSC-BoldItalic
6 | - Catamaran-Regular
7 |
8 | Font Awesome
9 | [http://fontawesome.io]
10 | - fontawesome-webfont
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12 |
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1 |
2 | namespace ScriptForge
3 | {
4 | public static class ProjectVersion
5 | {
6 | ///
7 | /// Which version Script Forge currently is.
8 | ///
9 | public const string PROJECT_VERSION = "2.5.2";
10 | }
11 | }
12 |
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/proj.unity/Assets/Script Forge/Editor/ScirptForgeErrors.cs:
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1 | using System;
2 |
3 | namespace ScriptForge
4 | {
5 | public class ScriptForgeErrors
6 | {
7 | public enum Codes
8 | {
9 | None,
10 | Script_Location_Not_Defined,
11 | Missing_Session_Key,
12 | Other,
13 | }
14 | }
15 | }
16 |
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10 | - enabled: 0
11 | path: Assets/Level 1.unity
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace ScriptForge
7 | {
8 | ///
9 | /// Putting this attribute above a widget means that one instance of this must exists at all times.
10 | ///
11 | [AttributeUsage(AttributeTargets.Class)]
12 | public sealed class RequiredWidgetAttribute : Attribute
13 | {
14 | }
15 | }
16 |
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6 | =======
7 | guid: 5df3ba737e9f04a8189a3bc74134015f
8 | timeCreated: 1496075295
9 | licenseType: Pro
10 | >>>>>>> Widget_Components
11 | MonoImporter:
12 | serializedVersion: 2
13 | defaultReferences: []
14 | executionOrder: 0
15 | icon: {instanceID: 0}
16 | userData:
17 | assetBundleName:
18 | assetBundleVariant:
19 |
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2 | guid: fe4ed651fe2e79a42888b610c94055da
3 | labels:
4 | - ScriptForge
5 | TrueTypeFontImporter:
6 | serializedVersion: 3
7 | fontSize: 16
8 | forceTextureCase: -2
9 | characterSpacing: 1
10 | characterPadding: 0
11 | includeFontData: 1
12 | fontNames:
13 | - FontAwesome
14 | fallbackFontReferences: []
15 | customCharacters:
16 | fontRenderingMode: 0
17 | ascentCalculationMode: 1
18 | userData:
19 | assetBundleName:
20 | assetBundleVariant:
21 |
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/proj.unity/Assets/Script Forge/Editor/Widgets/Attributes/InDevelopmentAttribute.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace ScriptForge
7 | {
8 | ///
9 | /// Putting this attribute above a widget means that it will be displayed under the
10 | /// In Development/Widget context menu and will have a tag displayed on it.
11 | ///
12 | [AttributeUsage(AttributeTargets.Class)]
13 | public sealed class InDevelopmentAttribute : Attribute
14 | {
15 | }
16 | }
17 |
--------------------------------------------------------------------------------
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2 | guid: f02b3fe0a866fca419671914a860554a
3 | PluginImporter:
4 | serializedVersion: 1
5 | iconMap: {}
6 | executionOrder: {}
7 | isPreloaded: 0
8 | platformData:
9 | Any:
10 | enabled: 0
11 | settings: {}
12 | Editor:
13 | enabled: 1
14 | settings:
15 | DefaultValueInitialized: true
16 | WindowsStoreApps:
17 | enabled: 0
18 | settings:
19 | CPU: AnyCPU
20 | userData:
21 | assetBundleName:
22 | assetBundleVariant:
23 |
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2 | guid: 07e97bd03b7bdeb40bbc176326cd8d7a
3 | PluginImporter:
4 | serializedVersion: 1
5 | iconMap: {}
6 | executionOrder: {}
7 | isPreloaded: 0
8 | platformData:
9 | Any:
10 | enabled: 0
11 | settings: {}
12 | Editor:
13 | enabled: 1
14 | settings:
15 | DefaultValueInitialized: true
16 | WindowsStoreApps:
17 | enabled: 0
18 | settings:
19 | CPU: AnyCPU
20 | userData:
21 | assetBundleName:
22 | assetBundleVariant:
23 |
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1 | fileFormatVersion: 2
2 | guid: fb76d23270e533f4a8fc63d97099108f
3 | labels:
4 | - ScriptForge
5 | timeCreated: 1474937196
6 | licenseType: Pro
7 | TrueTypeFontImporter:
8 | serializedVersion: 3
9 | fontSize: 16
10 | forceTextureCase: -2
11 | characterSpacing: 1
12 | characterPadding: 0
13 | includeFontData: 1
14 | fontNames:
15 | - Catamaran
16 | fallbackFontReferences: []
17 | customCharacters:
18 | fontRenderingMode: 0
19 | ascentCalculationMode: 1
20 | userData:
21 | assetBundleName:
22 | assetBundleVariant:
23 |
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/proj.unity/ProjectSettings/UnityConnectSettings.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!310 &1
4 | UnityConnectSettings:
5 | m_ObjectHideFlags: 0
6 | m_Enabled: 0
7 | m_TestMode: 0
8 | m_TestEventUrl:
9 | m_TestConfigUrl:
10 | CrashReportingSettings:
11 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes
12 | m_Enabled: 0
13 | UnityPurchasingSettings:
14 | m_Enabled: 0
15 | m_TestMode: 0
16 | UnityAnalyticsSettings:
17 | m_Enabled: 0
18 | m_InitializeOnStartup: 1
19 | m_TestMode: 0
20 | m_TestEventUrl:
21 | m_TestConfigUrl:
22 |
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/proj.unity/Assets/Script Forge/Editor/Fonts/AlegreyaSansSC-BoldItalic.ttf.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: f788fe52f4eee1f488f29e2541036bb8
3 | labels:
4 | - ScriptForge
5 | timeCreated: 1474937453
6 | licenseType: Pro
7 | TrueTypeFontImporter:
8 | serializedVersion: 3
9 | fontSize: 16
10 | forceTextureCase: -2
11 | characterSpacing: 1
12 | characterPadding: 0
13 | includeFontData: 1
14 | fontNames:
15 | - Alegreya Sans SC
16 | fallbackFontReferences: []
17 | customCharacters:
18 | fontRenderingMode: 0
19 | ascentCalculationMode: 1
20 | userData:
21 | assetBundleName:
22 | assetBundleVariant:
23 |
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/proj.unity/Assets/Script Forge/Editor/Widgets/Components/RequiredWidgetComponetsAttribute.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace ScriptForge.Widgets.Components
7 | {
8 | [AttributeUsage(AttributeTargets.Class, Inherited=true)]
9 | public class RequiredWidgetComponetsAttribute : Attribute
10 | {
11 | private Type[] m_RequiredTypes;
12 |
13 | public Type[] requiredTypes
14 | {
15 | get { return m_RequiredTypes; }
16 | }
17 |
18 | public RequiredWidgetComponetsAttribute(params Type[] requiredTypes)
19 | {
20 | m_RequiredTypes = requiredTypes;
21 | }
22 | }
23 | }
24 |
--------------------------------------------------------------------------------
/proj.unity/ProjectSettings/DynamicsManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!55 &1
4 | PhysicsManager:
5 | m_ObjectHideFlags: 0
6 | m_Gravity: {x: 0, y: -9.81000042, z: 0}
7 | m_DefaultMaterial: {fileID: 0}
8 | m_BounceThreshold: 2
9 | m_SleepVelocity: .150000006
10 | m_SleepAngularVelocity: .140000001
11 | m_MaxAngularVelocity: 7
12 | m_MinPenetrationForPenalty: .00999999978
13 | m_SolverIterationCount: 6
14 | m_RaycastsHitTriggers: 1
15 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
16 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Resources/Scripts/ResourceNode.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 |
4 | namespace ScriptForge.Templates
5 | {
6 | public abstract class ResourceNode : IEnumerable
7 | {
8 | private string m_Name;
9 |
10 | public string name
11 | {
12 | get { return m_Name; }
13 | protected set { m_Name = value; }
14 | }
15 |
16 | public abstract IEnumerator GetEnumerator();
17 |
18 | public virtual ResourceNode GetOrCreateChild(string name)
19 | {
20 | return null;
21 | }
22 |
23 | IEnumerator IEnumerable.GetEnumerator()
24 | {
25 | return GetEnumerator();
26 | }
27 | }
28 | }
29 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Templates/ResourceNode.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 |
4 | namespace ScriptForge.Templates
5 | {
6 | public abstract class ResourceNode : IEnumerable
7 | {
8 | private string m_Name;
9 |
10 | public string name
11 | {
12 | get { return m_Name; }
13 | protected set { m_Name = value; }
14 | }
15 |
16 | public abstract IEnumerator GetEnumerator();
17 |
18 | public virtual ResourceNode GetOrCreateChild(string name)
19 | {
20 | return null;
21 | }
22 |
23 | IEnumerator IEnumerable.GetEnumerator()
24 | {
25 | return GetEnumerator();
26 | }
27 | }
28 | }
29 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/ColorFlash.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using UnityEditor.AnimatedValues;
6 | using UnityEngine;
7 | using UnityEngine.Events;
8 |
9 | namespace ScirptForge
10 | {
11 | public class GUIColorFlash : BaseAnimValue
12 | {
13 | protected GUIColorFlash(Color value) : base(value)
14 | {
15 |
16 | }
17 |
18 | protected GUIColorFlash(Color value, UnityAction callback) : base(value, callback)
19 | {
20 |
21 | }
22 |
23 | protected override Color GetValue()
24 | {
25 |
26 | float sinLerp = Mathf.Sin(lerpPosition * 2f);
27 | sinLerp += 1;
28 | sinLerp /= 2.0f;
29 | return Color.Lerp(Color.white, value, sinLerp);
30 | }
31 | }
32 | }
33 |
--------------------------------------------------------------------------------
/proj.unity/ProjectSettings/Physics2DSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!19 &1
4 | Physics2DSettings:
5 | m_ObjectHideFlags: 0
6 | m_Gravity: {x: 0, y: -9.81000042}
7 | m_DefaultMaterial: {fileID: 0}
8 | m_VelocityIterations: 8
9 | m_PositionIterations: 3
10 | m_VelocityThreshold: 1
11 | m_MaxLinearCorrection: .200000003
12 | m_MaxAngularCorrection: 8
13 | m_MaxTranslationSpeed: 100
14 | m_MaxRotationSpeed: 360
15 | m_BaumgarteScale: .200000003
16 | m_BaumgarteTimeOfImpactScale: .75
17 | m_TimeToSleep: .5
18 | m_LinearSleepTolerance: .00999999978
19 | m_AngularSleepTolerance: 2
20 | m_RaycastsHitTriggers: 1
21 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
22 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | # =============== #
2 | # Unity generated #
3 | # =============== #
4 | Temp/
5 | Obj/
6 | UnityGenerated/
7 | Library/
8 | proj.unity/*.csproj
9 | **/*Test*
10 | # ===================================== #
11 | # Visual Studio / MonoDevelop generated #
12 | # ===================================== #
13 | ExportedObj/
14 | *.svd
15 | *.userprefs
16 | */proj.cs/*.csproj
17 | *.pidb
18 | *.suo
19 | *.sln
20 | *.user
21 | *.unityproj
22 | *.booproj
23 |
24 | # ============ #
25 | # OS generated #
26 | # ============ #
27 | .DS_Store
28 | .DS_Store?
29 | ._*
30 | .Spotlight-V100
31 | .Trashes
32 | Icon?
33 | ehthumbs.db
34 | Thumbs.db
35 | trunk/Assets/Asset Store Art.meta
36 | trunk/Assets/ww_Scenes.cs
37 | trunk/Assets/ww_Scenes.cs.meta
38 | trunk/Assets/Asset Store Art/
39 | trunk/Assets/EmptyScene.unity.meta
40 | .unity.meta
41 |
42 |
43 | proj\.unity/Assets/GeneratedClasses/
44 |
45 | proj\.unity/Assets/Script Forge\.zip\.meta
46 |
47 | proj\.cs/ScriptForge/bin/
48 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Templates/ResourceItem.cs:
--------------------------------------------------------------------------------
1 | using System.IO;
2 | using System.Collections.Generic;
3 |
4 | namespace ScriptForge.Templates
5 | {
6 | ///
7 | /// Represents a file in a resources path in Unity.
8 | ///
9 | public class ResourceItem : ResourceNode
10 | {
11 | private string m_Extension;
12 |
13 | public string safeName { get; protected set; }
14 | public string extension
15 | {
16 | get { return m_Extension; }
17 | protected set { m_Extension = value; }
18 | }
19 |
20 | public ResourceItem(string fileName)
21 | {
22 | extension = Path.GetExtension(fileName);
23 | name = Path.GetFileNameWithoutExtension(fileName);
24 | safeName = name.Replace(" ", "_");
25 | }
26 |
27 | public override IEnumerator GetEnumerator()
28 | {
29 | yield return this;
30 | }
31 | }
32 | }
33 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Resources/Scripts/ResourceItem.cs:
--------------------------------------------------------------------------------
1 | using System.IO;
2 | using System.Collections.Generic;
3 | using ScriptForge.Utility;
4 |
5 | namespace ScriptForge.Templates
6 | {
7 | ///
8 | /// Represents a file in a resources path in Unity.
9 | ///
10 | public class ResourceItem : ResourceNode
11 | {
12 | private string m_Extension;
13 |
14 | public string safeName { get; protected set; }
15 | public string extension
16 | {
17 | get { return m_Extension; }
18 | protected set { m_Extension = value; }
19 | }
20 |
21 | public ResourceItem(string fileName)
22 | {
23 | extension = Path.GetExtension(fileName);
24 | name = Path.GetFileNameWithoutExtension(fileName);
25 | safeName = NamingUtility.ToVariableName(name);
26 | }
27 |
28 | public override IEnumerator GetEnumerator()
29 | {
30 | yield return this;
31 | }
32 | }
33 | }
34 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Layers/LayersTemplatePreview.cs:
--------------------------------------------------------------------------------
1 |
2 |
3 | //------------------------------------------------------------------------------
4 | //
5 | // Layers.cs
6 | // This code was generated by ScriptForge. To rebuild the code go to
7 | // Project Settings ->Script Forge and on that window hit generate all. Any
8 | // changes made to this script will be overwritten.
9 | // Asset Hash: b62288ca78c2769c271afefe24922517
10 | //
11 | //------------------------------------------------------------------------------
12 | namespace ScriptforgeGenerated
13 | {
14 | public static partial class Layers
15 | {
16 | ///
17 | /// An enum that contains the names of every scene that
18 | /// is in your project.
19 | ///
20 | public enum Types
21 | {
22 | Player,
23 | Enemies,
24 | Health,
25 | Live
26 | }
27 |
28 | public const string PLAYER = "Player";
29 | public const string ENEMIES = "Enemies";
30 | public const string HEALTH = "Health";
31 | public const string LIVE = "Live";
32 | }
33 | }
34 |
35 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Layers/LayersTemplatePreview.tt:
--------------------------------------------------------------------------------
1 | <#@ template debug="true" hostSpecific="false" inherits="ScriptForge.LayersTemplate"#>
2 | <#@ output extension=".cs" #>
3 | <#@ import namespace="System" #>
4 | <#@ import namespace="System.IO" #>
5 | <#@ import namespace="System.Collections.Generic" #>
6 | <#@ assembly name="$(TargetPath)" #>
7 | <#
8 | Dictionary session = new Dictionary();
9 | session["m_ClassName"] = "Layers";
10 | session["m_Namespace"] = "ScriptforgeGenerated";
11 | session["m_IsPartialClass"] = true;
12 | session["m_IsStaticClass"] = true;
13 | session["m_Indent"] = " ";
14 | session["m_SaveLocation"] = session["m_ClassName"] + ".cs";
15 | session["m_AssetHash"] = "b62288ca78c2769c271afefe24922517";
16 | session["m_EnumName"] = "Types";
17 | session["m_IsEnumDefinedInClass"] = true;
18 | session["m_Layers"] = new string[] { "Player", "Enemies", "Health", "Live"};
19 | session["m_CreateEnum"] = true;
20 | this.Session = session;
21 | this.Initialize();
22 | #>
23 | <#@ include once="true" file=".\LayersTemplate.tt" #>
24 |
25 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Scenes/ScenesTemplatePreview.tt:
--------------------------------------------------------------------------------
1 | <#@ template debug="true" hostSpecific="false" inherits="ScriptForge.ScenesTemplate"#>
2 | <#@ output extension=".cs" #>
3 | <#@ import namespace="System" #>
4 | <#@ import namespace="System.IO" #>
5 | <#@ import namespace="System.Collections.Generic" #>
6 | <#@ assembly name="$(TargetPath)" #>
7 | <#
8 | Dictionary session = new Dictionary();
9 | session["m_ClassName"] = "Scenes";
10 | session["m_Namespace"] = "ScriptforgeGenerated";
11 | session["m_IsPartialClass"] = true;
12 | session["m_IsStaticClass"] = true;
13 | session["m_Indent"] = " ";
14 | session["m_SaveLocation"] = session["m_ClassName"] + ".cs";
15 | session["m_AssetHash"] = "b62288ca78c2769c271afefe24922517";
16 | session["m_EnumName"] = "Types";
17 | session["m_IsEnumDefinedInClass"] = true;
18 | session["m_Scenes"] = new string[] { "MainMenu", "LoadingScreen", "BossBattle", "Ending"};
19 | session["m_CreateEnum"] = true;
20 | this.Session = session;
21 | this.Initialize();
22 | #>
23 | <#@ include once="true" file=".\ScenesTemplate.tt" #>
24 |
25 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Sorting Layers/SortingLayersTemplatePreview.cs:
--------------------------------------------------------------------------------
1 |
2 |
3 | //------------------------------------------------------------------------------
4 | //
5 | // Layers.cs
6 | // This code was generated by ScriptForge. To rebuild the code go to
7 | // Project Settings ->Script Forge and on that window hit generate all. Any
8 | // changes made to this script will be overwritten.
9 | // Asset Hash: b62288ca78c2769c271afefe24922517
10 | //
11 | //------------------------------------------------------------------------------
12 | namespace ScriptforgeGenerated
13 | {
14 | public static partial class Layers
15 | {
16 | ///
17 | /// An enum that contains the names of every scene that
18 | /// is in your project.
19 | ///
20 | public enum Types
21 | {
22 | Player = 0,
23 | Enemies = 1,
24 | Health = 2,
25 | Live = 3
26 | }
27 |
28 | public const string PLAYER = "Player";
29 | public const string ENEMIES = "Enemies";
30 | public const string HEALTH = "Health";
31 | public const string LIVE = "Live";
32 | }
33 | }
34 |
35 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Tags/TagsTemplatePreview.tt:
--------------------------------------------------------------------------------
1 | <#@ template debug="true" hostSpecific="false" inherits="ScriptForge.TagsTemplate"#>
2 | <#@ output extension=".cs" #>
3 | <#@ import namespace="System" #>
4 | <#@ import namespace="System.IO" #>
5 | <#@ import namespace="System.Collections.Generic" #>
6 | <#@ assembly name="$(TargetPath)" #>
7 | <#
8 | Dictionary session = new Dictionary();
9 | session["m_ClassName"] = "Tags";
10 | session["m_Namespace"] = "ScriptforgeGenerated";
11 | session["m_IsPartialClass"] = true;
12 | session["m_IsStaticClass"] = true;
13 | session["m_Indent"] = " ";
14 | session["m_SaveLocation"] = @"C:\Users\byron\Desktop\" + session["m_ClassName"] + ".cs";
15 | session["m_AssetHash"] = "b62288ca78c2769c271afefe24922517";
16 | session["m_EnumName"] = "Types";
17 | session["m_IsEnumDefinedInClass"] = true;
18 | session["m_Tags"] = new string[] { "Default", "UI", "Editor_Only", "Player", "Pickups" };
19 | session["m_CreateEnum"] = true;
20 | this.Session = session;
21 | this.Initialize();
22 | #>
23 | <#@ include once="true" file=".\TagsTemplate.tt" #>
24 |
25 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Sorting Layers/SortingLayersTemplatePreview.tt:
--------------------------------------------------------------------------------
1 | <#@ template debug="true" hostSpecific="false" inherits="ScriptForge.SortingLayersTemplate"#>
2 | <#@ output extension=".cs" #>
3 | <#@ import namespace="System" #>
4 | <#@ import namespace="System.IO" #>
5 | <#@ import namespace="System.Collections.Generic" #>
6 | <#@ assembly name="$(TargetPath)" #>
7 | <#
8 | Dictionary session = new Dictionary();
9 | session["m_ClassName"] = "Layers";
10 | session["m_Namespace"] = "ScriptforgeGenerated";
11 | session["m_IsPartialClass"] = true;
12 | session["m_IsStaticClass"] = true;
13 | session["m_Indent"] = " ";
14 | session["m_SaveLocation"] = session["m_ClassName"] + ".cs";
15 | session["m_AssetHash"] = "b62288ca78c2769c271afefe24922517";
16 | session["m_EnumName"] = "Types";
17 | session["m_IsEnumDefinedInClass"] = true;
18 | session["m_SortingLayers"] = new string[] { "Player", "Enemies", "Health", "Live"};
19 | session["m_CreateEnum"] = true;
20 | this.Session = session;
21 | this.Initialize();
22 | #>
23 | <#@ include once="true" file=".\SortingLayersTemplate.tt" #>
24 |
25 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2017 Byron Mayne
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Tags/TagsTemplatePreview.cs:
--------------------------------------------------------------------------------
1 |
2 |
3 | //------------------------------------------------------------------------------
4 | //
5 | // Tags.cs
6 | // This code was generated by ScriptForge. To rebuild the code go to
7 | // Project Settings ->Script Forge and on that window hit generate all. Any
8 | // changes made to this script will be overwritten.
9 | // Asset Hash: b62288ca78c2769c271afefe24922517
10 | //
11 | //------------------------------------------------------------------------------
12 | namespace ScriptforgeGenerated
13 | {
14 | public static partial class Tags
15 | {
16 | ///
17 | /// An enum that contains the names of every tag that
18 | /// is defined in the project.
19 | ///
20 | public enum Types
21 | {
22 | Default,
23 | UI,
24 | Editor_Only,
25 | Player,
26 | Pickups
27 | }
28 |
29 | public const string DEFAULT = "Default";
30 | public const string UI = "UI";
31 | public const string EDITOR_ONLY = "Editor_Only";
32 | public const string PLAYER = "Player";
33 | public const string PICKUPS = "Pickups";
34 | }
35 | }
36 |
37 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Widgets/Components/ForgeComponent.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 | using System.Text;
4 | using System.Collections.Generic;
5 |
6 | namespace ScriptForge.Widgets.Components
7 | {
8 | [Serializable]
9 | public abstract class ForgeComponent : ScriptableObject
10 | {
11 | ///
12 | /// Allows this component to add data to the session.
13 | ///
14 | /// Session.
15 | public abstract void PopulateSession(IDictionary session);
16 |
17 | ///
18 | /// Invoked when we are creating a hash for the parent Widget.
19 | ///
20 | public abstract void PopulateHashBuilder(StringBuilder hashInput);
21 |
22 | ///
23 | /// Invoked when this component can draw it's content.
24 | ///
25 | /// Style.
26 | public abstract void DrawContent(ScriptForgeStyles style);
27 |
28 | ///
29 | /// Invoked when the user has requested to reset the widget.
30 | ///
31 | public virtual void OnReset()
32 | {
33 | // Nothing to do here.
34 | }
35 | }
36 | }
37 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Resources/ResourcesTemplatePreview.cs:
--------------------------------------------------------------------------------
1 |
2 |
3 | //------------------------------------------------------------------------------
4 | //
5 | // ResourcePaths.cs
6 | // This code was generated by ScriptForge. To rebuild the code go to
7 | // Project Settings ->Script Forge and on that window hit generate all. Any
8 | // changes made to this script will be overwritten.
9 | // Asset Hash: b62288ca78c2769c271afefe24922517
10 | //
11 | //------------------------------------------------------------------------------
12 | namespace ScriptforgeGenerated
13 | {
14 | public static partial class ResourcePaths
15 | {
16 | public class MainMenu
17 | {
18 | public class Prefabs
19 | {
20 | public const string BUTTON = "Button.prefab";
21 | }
22 |
23 | public class Views
24 | {
25 | public const string LOADINGSCREEN = "LoadingScreen.mp4";
26 | public const string OPTIONS_DIALOG = "Options %@#$@#%Dialog.prefab";
27 | }
28 |
29 | }
30 |
31 | public class Audio
32 | {
33 | public class Sound_Effects
34 | {
35 | public const string BOOM = "Boom.mp3";
36 | }
37 |
38 | }
39 |
40 | }
41 | }
42 |
43 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Resources/ResourcesTemplatePreview.tt:
--------------------------------------------------------------------------------
1 | <#@ template debug="true" hostSpecific="false" inherits="ScriptForge.ResourcesTemplate"#>
2 | <#@ output extension=".cs" #>
3 | <#@ import namespace="System" #>
4 | <#@ import namespace="System.IO" #>
5 | <#@ import namespace="System.Collections.Generic" #>
6 | <#@ assembly name="$(TargetPath)" #>
7 | <#@ import namespace="ScriptForge.Templates"#>
8 | <#
9 | Dictionary session = new Dictionary();
10 | session["m_ClassName"] = "ResourcePaths";
11 | session["m_Namespace"] = "ScriptforgeGenerated";
12 | session["m_IsPartialClass"] = true;
13 | session["m_IsStaticClass"] = true;
14 | session["m_Indent"] = " ";
15 | session["m_SaveLocation"] = session["m_ClassName"] + ".cs";
16 | session["m_AssetHash"] = "b62288ca78c2769c271afefe24922517";
17 | session["m_ResourcePaths"] = new string[] { "MainMenu/Prefabs/Button.prefab",
18 | "MainMenu/Views/LoadingScreen.mp4",
19 | "MainMenu/Views/Options %@#$@#%Dialog.prefab",
20 | "Audio/Sound_Effects/Boom.mp3"};
21 | this.Session = session;
22 | this.Initialize();
23 | #>
24 | <#@ include once="true" file=".\ResourcesTemplate.tt" #>
25 |
26 |
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/proj.cs/ScriptForge/Properties/AssemblyInfo.cs:
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1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 | using System.Runtime.InteropServices;
4 | using UnityEngine;
5 |
6 | // General Information about an assembly is controlled through the following
7 | // set of attributes. Change these attribute values to modify the information
8 | // associated with an assembly.
9 | [assembly: AssemblyTitle("ScriptForge")]
10 | [assembly: AssemblyCompany("Byron Mayne")]
11 | [assembly: AssemblyProduct("ScriptForge")]
12 | [assembly: AssemblyCopyright("Copyright © 2016")]
13 |
14 | // Setting ComVisible to false makes the types in this assembly not visible
15 | // to COM components. If you need to access a type in this assembly from
16 | // COM, set the ComVisible attribute to true on that type.
17 | [assembly: ComVisible(false)]
18 |
19 | // The following GUID is for the ID of the typelib if this project is exposed to COM
20 | [assembly: Guid("f99c625a-5e70-4927-aea4-06aaf9076d68")]
21 | [assembly: AssemblyIsEditorAssembly]
22 |
23 | // Version information for an assembly consists of the following four values:
24 | //
25 | // Major Version
26 | // Minor Version
27 | // Build Number
28 | // Revision
29 | //
30 | // You can specify all the values or you can default the Build and Revision Numbers
31 | // by using the '*' as shown below:
32 | // [assembly: AssemblyVersion("1.0.*")]
33 | [assembly: AssemblyVersion("2.1.0.0")]
34 | [assembly: AssemblyFileVersion("2.1.0.0")]
35 |
--------------------------------------------------------------------------------
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/proj.unity/Assets/Script Forge/Editor/Miscellaneous/ExtenalLinks.cs:
--------------------------------------------------------------------------------
1 | //------------------------------------------------------------------------------
2 | //
3 | // This code was generated by a tool.
4 | // Runtime Version:4.0.30319.18449
5 | //
6 | // Changes to this file may cause incorrect behavior and will be lost if
7 | // the code is regenerated.
8 | //
9 | //------------------------------------------------------------------------------
10 | using System;
11 | using System.Diagnostics;
12 |
13 | namespace ScriptForge
14 | {
15 | public static class ExtenalLinks
16 | {
17 | public static string SCRIPT_FORGE_GOOLGE_DOC_URL = "https://docs.google.com/document/d/1bxVq8MFR5EYw3l-3sPjZjOpy0gFE45mpQFFIwYrTVQA/edit?usp=sharing";
18 | public static string GITHUB_REPO_URL = "https://github.com/ByronMayne/ScriptForge/";
19 | public static string GITHUB_ISSUES_URL = "https://github.com/ByronMayne/ScriptForge/issues";
20 | public static string TWITTER_URL = "https://twitter.com/byMayne";
21 | public static string LICENSE_URL = "https://github.com/ByronMayne/ScriptForge/blob/master/LICENSE";
22 |
23 | public static void OpenDocumentationPage()
24 | {
25 | Process.Start(SCRIPT_FORGE_GOOLGE_DOC_URL);
26 | }
27 |
28 | public static void OpenRepoPage()
29 | {
30 | Process.Start(GITHUB_REPO_URL);
31 | }
32 |
33 | public static void OpenIssuesPage()
34 | {
35 | Process.Start(GITHUB_ISSUES_URL);
36 | }
37 |
38 | public static void OpenTwitter()
39 | {
40 | Process.Start(TWITTER_URL);
41 | }
42 |
43 | public static void OpenLicense()
44 | {
45 | Process.Start(LICENSE_URL);
46 | }
47 | }
48 | }
49 |
50 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Constants/LayoutSettings.cs:
--------------------------------------------------------------------------------
1 |
2 |
3 | namespace ScriptForge
4 | {
5 | public static class LayoutSettings
6 | {
7 | ///
8 | /// This is the height of a collapsed widget.
9 | ///
10 | public const float EDITOR_WIDGET_HEADER_HEIGHT = 25.0f;
11 | ///
12 | /// This is the spacing used for 1) The offset of the box from the sides. 2) the contents offset from the parent box
13 | /// example | (offset) [ (offset) [ CONTENT ] (offset) ] (offset) |
14 | ///
15 | public const float EDITOR_WINDOW_INSET = 8.0f;
16 | ///
17 | /// Each editor box is spaced apart on the top and the bottom by this much.
18 | ///
19 | public const float EDITOR_WINDOW_SPACING = 3.0f;
20 | ///
21 | /// This is how fast the editor boxes open and close. 1.5 is pretty fast but go slower if you want more fun
22 | ///
23 | public const float EDITOR_WINDOW_RESIZE_SPEED = 1.5f;
24 | ///
25 | /// This is the path used for the default editor skin.
26 | ///
27 | public const string EDITOR_GUI_SKIN_PATH = "UnityForgeSkin";
28 |
29 | public const int DEFAULT_WIDGET_SORT_ORDER = 0;
30 | public const int TAG_WIDGET_SORT_ORDER = 1;
31 | public const int LAYERS_WIDGET_SORT_ORDER = 2;
32 | public const int SORTING_LAYERS_WIDGET_SORT_ORDER = 3;
33 | public const int SCENES_WIDGET_SORT_ORDER = 4;
34 | public static int ANIMATION_WIDGET_SORT_ORDER = 5;
35 | public static int RESOURCES_WIDGET_SORT_ORDER = 6;
36 | public const int SETTINGS_WIDGET_SORT_ORDER = 99;
37 | public const int ABOUT_WIDGET_SORT_ORDER = 100;
38 | }
39 | }
40 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Tags/TagsTemplate.tt:
--------------------------------------------------------------------------------
1 | <#@ template debug="true" hostSpecific="false" language="C#" linePragmas="false" inherits="ScriptForge.BaseTemplate"#>
2 | <#@ parameter type="System.String" name="m_EnumName" #>
3 | <#@ parameter type="System.String[]" name="m_Tags" #>
4 | <#@ parameter type="System.Boolean" name="m_CreateEnum" #>
5 | <# WriteClassOutline(); #>
6 | <#+
7 | ///
8 | /// A function used to define any content that should exist in this classes namespace.
9 | ///
10 | public override void WriteNamespaceContent()
11 | {
12 | }
13 |
14 | ///
15 | /// This class contains all our GUI Content labels that we use in Script Forge
16 | ///
17 | public override void WriteClassContent()
18 | {
19 | for(int i = 0; i < m_Tags.Length; i++)
20 | {
21 | Write("public const string ");
22 | Write(m_Tags[i].ToUpper());
23 | Write(" = \"");
24 | Write(m_Tags[i]);
25 | WriteLine("\";");
26 | }
27 | }
28 |
29 | ///
30 | /// Invoked when the enum should be defined by this widget.
31 | ///
32 | public override void WriteEnumContent()
33 | {
34 | if(!m_CreateEnum)
35 | {
36 | return;
37 | }
38 | #>
39 | ///
40 | /// An enum that contains the names of every tag that
41 | /// is defined in the project.
42 | ///
43 | <#+
44 | Write("public enum ");
45 | WriteLine(m_EnumName);
46 | WriteLine("{");
47 | PushIndent(indent);
48 | for(int i = 0; i < m_Tags.Length; i++)
49 | {
50 | Write(m_Tags[i]);
51 | if( i < m_Tags.Length - 1)
52 | {
53 | WriteLine(",");
54 | }
55 | else
56 | {
57 | WriteLine(string.Empty);
58 | }
59 | }
60 | PopIndent();
61 | WriteLine("}");
62 | WriteLine(string.Empty);
63 | }
64 | #>
65 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Utility/TemplateSession.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 |
4 | namespace ScriptForge.Templates
5 | {
6 | // Thrown when our session is missing a key.
7 | public class MissingSessionKeyException : Exception
8 | {
9 | public string key { get; protected set; }
10 |
11 | public MissingSessionKeyException(string key) : base()
12 | {
13 | this.key = key;
14 | }
15 | }
16 |
17 | ///
18 | /// This custom template session is used to allow us to override the default Contains Key function. The
19 | /// issue being that Mono has not implemented the
20 | /// class. This throws an exception as soon as it's accessed. That is fine if we have all our keys but these
21 | /// keys are all hidden under private variables that are created in the
22 | /// function. We want to be able to tell the user which key is missing to help debug faster. Pretty much what
23 | /// we do is just override the ContainsKey function and if it does not contain the key throw an planned exception
24 | /// with the name of the missing key.
25 | ///
26 | public class TemplateSession : Dictionary, IDictionary
27 | {
28 | ///
29 | /// We use this cu
30 | ///
31 | ///
32 | ///
33 | bool IDictionary.ContainsKey(string key)
34 | {
35 | if(base.ContainsKey(key))
36 | {
37 | // We are fine
38 | return true;
39 | }
40 | // We want to throw an exception
41 | throw new MissingSessionKeyException(key);
42 | }
43 | }
44 | }
45 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Widgets/Components/EnumComponent.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 | using UnityEditor;
4 | using System.Text;
5 | using System.Collections.Generic;
6 |
7 | namespace ScriptForge.Widgets.Components
8 | {
9 | [Serializable]
10 | public class EnumComponent : ForgeComponent
11 | {
12 | [SerializeField]
13 | protected bool m_CreateEnum;
14 |
15 | [SerializeField]
16 | protected string m_EnumName;
17 |
18 | ///
19 | /// Allows this component to add data to the session.
20 | ///
21 | /// Session.
22 | public override void PopulateSession(IDictionary session)
23 | {
24 | session["m_CreateEnum"] = m_CreateEnum;
25 | session["m_EnumName"] = m_EnumName;
26 | }
27 |
28 | ///
29 | /// Invoked when we are creating a hash for the parent Widget.
30 | ///
31 | /// The appended hash input.
32 | public override void PopulateHashBuilder(StringBuilder hashBuilder)
33 | {
34 | hashBuilder.Append(m_CreateEnum);
35 | hashBuilder.Append(m_EnumName);
36 | }
37 |
38 | ///
39 | /// Invoked in the Layout of each widget that has this component.
40 | ///
41 | ///
42 | public override void DrawContent(ScriptForgeStyles style)
43 | {
44 | m_CreateEnum = EditorGUILayout.Toggle("Create Enum", m_CreateEnum);
45 | EditorGUI.BeginDisabledGroup(!m_CreateEnum);
46 | {
47 | m_EnumName = EditorGUILayoutEx.ClassNameTextField(ScriptForgeLabels.enumNameContent, m_EnumName, "Types");
48 | }
49 | EditorGUI.EndDisabledGroup();
50 | }
51 | }
52 | }
53 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Templates/TemplateSession.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 |
4 | namespace ScriptForge.Templates
5 | {
6 | // Thrown when our session is missing a key.
7 | public class MissingSessionKeyException : Exception
8 | {
9 | public string key { get; protected set; }
10 |
11 | public MissingSessionKeyException(string key) : base()
12 | {
13 | this.key = key;
14 | }
15 | }
16 |
17 | ///
18 | /// This custom template session is used to allow us to override the default Contains Key function. The
19 | /// issue being that Mono has not implemented the
20 | /// class. This throws an exception as soon as it's accessed. That is fine if we have all our keys but these
21 | /// keys are all hidden under private variables that are created in the
22 | /// function. We want to be able to tell the user which key is missing to help debug faster. Pretty much what
23 | /// we do is just override the ContainsKey function and if it does not contain the key throw an planned exception
24 | /// with the name of the missing key.
25 | ///
26 | public class TemplateSession : Dictionary, IDictionary
27 | {
28 | ///
29 | /// We use this cu
30 | ///
31 | ///
32 | ///
33 | bool IDictionary.ContainsKey(string key)
34 | {
35 | if(base.ContainsKey(key))
36 | {
37 | // We are fine
38 | return true;
39 | }
40 | // We want to throw an exception
41 | throw new MissingSessionKeyException(key);
42 | }
43 | }
44 | }
45 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Resources/ResourcesTemplate.tt:
--------------------------------------------------------------------------------
1 | <#@ template debug="true" hostSpecific="false" language="C#" linePragmas="false" inherits="ScriptForge.BaseTemplate"#>
2 | <#@ import namespace="System.Collections.Generic" #>
3 | <#@ import namespace="ScriptForge.Templates"#>
4 | <#@ import namespace="ScriptForge.Utility"#>
5 | <#@ parameter type="System.String[]" name="m_ResourcePaths" #>
6 | <# WriteClassOutline(); #>
7 | <#+
8 | ///
9 | /// A function used to define any content that should exist in this classes namespace.
10 | ///
11 | public override void WriteNamespaceContent()
12 | {
13 | }
14 |
15 | ///
16 | /// This class contains all our GUI Content labels that we use in Script Forge
17 | ///
18 | public override void WriteClassContent()
19 | {
20 | ResourceFolder rootFolder = new ResourceFolder(string.Empty);
21 |
22 | for(int i = 0; i < m_ResourcePaths.Length; i++)
23 | {
24 | rootFolder.Add(m_ResourcePaths[i]);
25 | }
26 |
27 | // We want to skip over the root since it's empty
28 | for(int i = 0; i < rootFolder.children.Count; i++)
29 | {
30 | WriteTree(rootFolder.children[i]);
31 | }
32 | }
33 |
34 | private void WriteTree(ResourceNode node)
35 | {
36 | ResourceFolder asFolder = node as ResourceFolder;
37 | ResourceItem asItem = node as ResourceItem;
38 | if(asFolder != null)
39 | {
40 | Write("public class ");
41 | WriteLine(asFolder.name);
42 | WriteLine("{");
43 | PushIndent(indent);
44 | for(int i = 0; i < asFolder.children.Count; i++)
45 | {
46 | WriteTree(asFolder.children[i]);
47 | }
48 | PopIndent();
49 | WriteLine("}");
50 | WriteLine(string.Empty);
51 | }
52 | else if (asItem != null)
53 | {
54 | Write("public const string ");
55 | Write(asItem.safeName.ToUpper());
56 | Write(" = \"");
57 | Write(asItem.name + asItem.extension);
58 | WriteLine("\";");
59 | }
60 | }
61 | #>
62 |
--------------------------------------------------------------------------------
/proj.unity/ProjectSettings/TagManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
5 | tags:
6 | - Hero
7 | - Witch
8 | - Health Pickup
9 | - Ammo Pickup
10 | - Small Enemy
11 | - Door
12 | - Monster
13 | - Death Trigger
14 | - Trap
15 | - Wall that no one can enter
16 | -
17 | Builtin Layer 0: Default
18 | Builtin Layer 1: TransparentFX
19 | Builtin Layer 2: Ignore Raycast
20 | Builtin Layer 3:
21 | Builtin Layer 4: Water
22 | Builtin Layer 5: UI
23 | Builtin Layer 6:
24 | Builtin Layer 7:
25 | User Layer 8: Creeps
26 | User Layer 9: Health
27 | User Layer 10: Weapon
28 | User Layer 11: Powerup
29 | User Layer 12: Player
30 | User Layer 13: Boss
31 | User Layer 14: Static Props
32 | User Layer 15: Gate
33 | User Layer 16: Teleport
34 | User Layer 17:
35 | User Layer 18:
36 | User Layer 19:
37 | User Layer 20:
38 | User Layer 21:
39 | User Layer 22:
40 | User Layer 23:
41 | User Layer 24:
42 | User Layer 25:
43 | User Layer 26:
44 | User Layer 27:
45 | User Layer 28:
46 | User Layer 29:
47 | User Layer 30:
48 | User Layer 31:
49 | m_SortingLayers:
50 | - name: Default
51 | userID: 0
52 | uniqueID: 0
53 | locked: 0
54 | - name: Forground
55 | userID: 1
56 | uniqueID: 1414260203
57 | locked: 0
58 | - name: Middleground
59 | userID: 2
60 | uniqueID: 513333511
61 | locked: 0
62 | - name: Background
63 | userID: 3
64 | uniqueID: 100825929
65 | locked: 0
66 | - name: Player
67 | userID: 4
68 | uniqueID: 1909727003
69 | locked: 0
70 | - name: Enemies
71 | userID: 5
72 | uniqueID: 2387019975
73 | locked: 0
74 | - name: Projectiles
75 | userID: 6
76 | uniqueID: 2809811439
77 | locked: 0
78 | - name: Birds
79 | userID: 7
80 | uniqueID: 197321019
81 | locked: 0
82 | - name: Houses
83 | userID: 8
84 | uniqueID: 3504158923
85 | locked: 0
86 | - name: Cars
87 | userID: 9
88 | uniqueID: 1796850851
89 | locked: 0
90 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Widgets/SettingsWidget.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 | using System;
4 |
5 | namespace ScriptForge
6 | {
7 | [RequiredWidget, Serializable]
8 | public class SettingsWidget : Widget
9 | {
10 | public const int MIN_INDENT_SIZE = 0;
11 | public const int MAX_INDENT_SIZE = 10;
12 |
13 | public override GUIContent label
14 | {
15 | get
16 | {
17 | return ScriptForgeLabels.settingsWidgetTitle;
18 | }
19 | }
20 |
21 | public override string iconString
22 | {
23 | get
24 | {
25 | return FontAwesomeIcons.COG;
26 | }
27 | }
28 |
29 | ///
30 | /// Gets the sorting order for this widget.
31 | ///
32 | public override int sortOrder
33 | {
34 | get
35 | {
36 | return LayoutSettings.SETTINGS_WIDGET_SORT_ORDER;
37 | }
38 | }
39 |
40 | protected override void DrawWidgetContent(ScriptForgeStyles style)
41 | {
42 | m_ScriptableForge.animateWidgets = EditorGUILayout.Toggle(ScriptForgeLabels.animateWidgetsContent, m_ScriptableForge.animateWidgets);
43 |
44 | EditorGUI.BeginChangeCheck();
45 | {
46 | m_ScriptableForge.indentCount = EditorGUILayout.IntSlider(ScriptForgeLabels.indentCountLabel, m_ScriptableForge.indentCount, MIN_INDENT_SIZE, MAX_INDENT_SIZE);
47 | }
48 | if(EditorGUI.EndChangeCheck())
49 | {
50 | // Force users to give a valid input. They could type in a negative number which would throw an exception in the generation process.
51 | m_ScriptableForge.indentCount = Mathf.Clamp(m_ScriptableForge.indentCount, MIN_INDENT_SIZE, MAX_INDENT_SIZE);
52 | }
53 | }
54 |
55 |
56 | protected override void DrawWidgetFooter(ScriptForgeStyles style)
57 | {
58 |
59 | }
60 | }
61 | }
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Export Settings.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | ../../proj.unity/Assets/
6 | Script Forge/Editor/Templates/
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
27 |
28 |
29 |
30 |
31 |
32 |
33 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Sorting Layers/SortingLayersTemplate.tt:
--------------------------------------------------------------------------------
1 | <#@ template debug="true" hostSpecific="false" language="C#" linePragmas="false" inherits="ScriptForge.BaseTemplate"#>
2 | <#@ parameter type="System.String" name="m_EnumName" #>
3 | <#@ parameter type="System.String[]" name="m_SortingLayers" #>
4 | <#@ parameter type="System.Boolean" name="m_CreateEnum" #>
5 | <# WriteClassOutline(); #>
6 | <#+
7 | ///
8 | /// A function used to define any content that should exist in this classes namespace.
9 | ///
10 | public override void WriteNamespaceContent()
11 | {
12 | }
13 |
14 | ///
15 | /// This class contains all our GUI Content labels that we use in Script Forge
16 | ///
17 | public override void WriteClassContent()
18 | {
19 | for(int i = 0; i < m_SortingLayers.Length; i++)
20 | {
21 | if(!string.IsNullOrEmpty(m_SortingLayers[i]))
22 | {
23 | Write("public const string ");
24 | Write(m_SortingLayers[i].ToUpper());
25 | Write(" = \"");
26 | Write(m_SortingLayers[i]);
27 | WriteLine("\";");
28 | }
29 | }
30 | }
31 |
32 | ///
33 | /// Invoked when the enum should be defined by this widget.
34 | ///
35 | public override void WriteEnumContent()
36 | {
37 | if(!m_CreateEnum)
38 | {
39 | return;
40 | }
41 | #>
42 | ///
43 | /// An enum that contains the names of every scene that
44 | /// is in your project.
45 | ///
46 | <#+
47 | Write("public enum ");
48 | WriteLine(m_EnumName);
49 | WriteLine("{");
50 | PushIndent(indent);
51 | for(int i = 0; i < m_SortingLayers.Length; i++)
52 | {
53 | if(!string.IsNullOrEmpty(m_SortingLayers[i]))
54 | {
55 | Write(m_SortingLayers[i]);
56 | Write(" = ");
57 | Write(i.ToString());
58 | if( i < m_SortingLayers.Length - 1)
59 | {
60 | WriteLine(",");
61 | }
62 | else
63 | {
64 | WriteLine(string.Empty);
65 | }
66 | }
67 | }
68 | PopIndent();
69 | WriteLine("}");
70 | WriteLine(string.Empty);
71 | }
72 | #>
73 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Utility/NamingUtility.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace ScriptForge.Utility
7 | {
8 | ///
9 | /// A simple class used to make sure the name of objects is valid for compiled
10 | /// code.
11 | ///
12 | public static class NamingUtility
13 | {
14 | ///
15 | /// Removes all invalid characters from a string. Replaces any spaces with underscores.
16 | ///
17 | /// The starting name that we are going to use.
18 | /// The new variable safe name.
19 | public static string ToVariableName(string name)
20 | {
21 | // Capture our start
22 | char[] output = new char[name.Length];
23 | // Get the true length of our string.
24 | int outputIndex = 0;
25 | // Loop over every letter and replace it if it's invalid
26 | for(int i = 0; i < name.Length; i++)
27 | {
28 | // Get our current letter
29 | char letter = name[i];
30 | // Check it's range
31 | if((letter >= 'a' && letter <= 'z') || (letter >= 'A' && letter <= 'Z'))
32 | {
33 | // Set our value
34 | output[outputIndex] = letter;
35 | // Increase our index
36 | outputIndex++;
37 | // Move to the next element
38 | continue;
39 | }
40 |
41 | // Replace spaces with underscores
42 | if(letter == ' ')
43 | {
44 | // Set our value
45 | output[outputIndex] = '_';
46 | // Increase our index
47 | outputIndex++;
48 | // Move to the next element
49 | continue;
50 | }
51 | }
52 |
53 | // return the result.
54 | return new string(output, 0, outputIndex);
55 | }
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Templates/NamingUtility.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace ScriptForge.Utility
7 | {
8 | ///
9 | /// A simple class used to make sure the name of objects is valid for compiled
10 | /// code.
11 | ///
12 | public static class NamingUtility
13 | {
14 | ///
15 | /// Removes all invalid characters from a string. Replaces any spaces with underscores.
16 | ///
17 | /// The starting name that we are going to use.
18 | /// The new variable safe name.
19 | public static string ToVariableName(string name)
20 | {
21 | // Capture our start
22 | char[] output = new char[name.Length];
23 | // Get the true length of our string.
24 | int outputIndex = 0;
25 | // Loop over every letter and replace it if it's invalid
26 | for(int i = 0; i < name.Length; i++)
27 | {
28 | // Get our current letter
29 | char letter = name[i];
30 | // Check it's range
31 | if((letter >= 'a' && letter <= 'z') || (letter >= 'A' && letter <= 'Z'))
32 | {
33 | // Set our value
34 | output[outputIndex] = letter;
35 | // Increase our index
36 | outputIndex++;
37 | // Move to the next element
38 | continue;
39 | }
40 |
41 | // Replace spaces with underscores
42 | if(letter == ' ')
43 | {
44 | // Set our value
45 | output[outputIndex] = '_';
46 | // Increase our index
47 | outputIndex++;
48 | // Move to the next element
49 | continue;
50 | }
51 | }
52 |
53 | // return the result.
54 | return new string(output, 0, outputIndex);
55 | }
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Widgets/AboutWidget.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 | using System;
4 |
5 | namespace ScriptForge
6 | {
7 | [RequiredWidget, Serializable]
8 | public class AboutWidget : Widget
9 | {
10 | public override GUIContent label
11 | {
12 | get
13 | {
14 | return ScriptForgeLabels.aboutWidgetTitle;
15 | }
16 | }
17 |
18 | ///
19 | /// Gets the sorting order for this widget.
20 | ///
21 | public override int sortOrder
22 | {
23 | get
24 | {
25 | return LayoutSettings.ABOUT_WIDGET_SORT_ORDER;
26 | }
27 | }
28 |
29 | protected override void DrawWidgetContent(ScriptForgeStyles style)
30 | {
31 | EditorGUILayout.LabelField(ScriptForgeLabels.aboutWidgetContent, EditorStyles.wordWrappedLabel);
32 | }
33 |
34 |
35 | protected override void DrawWidgetFooter(ScriptForgeStyles style)
36 | {
37 | GUILayout.BeginHorizontal();
38 | {
39 |
40 | if (GUILayout.Button(ScriptForgeLabels.documentationButtonLabel, style.fontAwesomeButton))
41 | {
42 | ExtenalLinks.OpenDocumentationPage();
43 | }
44 |
45 | if(GUILayout.Button(ScriptForgeLabels.issuesButtonLabel, style.fontAwesomeButton))
46 | {
47 | ExtenalLinks.OpenIssuesPage();
48 | }
49 |
50 | if(GUILayout.Button(ScriptForgeLabels.licenseButtonLabel, style.fontAwesomeButton))
51 | {
52 | ExtenalLinks.OpenLicense();
53 | }
54 |
55 | if (GUILayout.Button(ScriptForgeLabels.repoButtonLabel, style.fontAwesomeButton))
56 | {
57 | ExtenalLinks.OpenRepoPage();
58 | }
59 |
60 | if (GUILayout.Button(ScriptForgeLabels.twitterButtonLabel, style.fontAwesomeButton))
61 | {
62 | ExtenalLinks.OpenTwitter();
63 | }
64 |
65 | }
66 | GUILayout.EndHorizontal();
67 | }
68 |
69 |
70 | }
71 | }
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Resources/Scripts/ResourceFolder.cs:
--------------------------------------------------------------------------------
1 | using System.IO;
2 | using System.Collections.Generic;
3 |
4 | namespace ScriptForge.Templates
5 | {
6 | ///
7 | /// Represents a folder in a resources path in Unity.
8 | ///
9 | public class ResourceFolder : ResourceNode
10 | {
11 | private List m_Children;
12 |
13 | public List children
14 | {
15 | get { return m_Children; }
16 | }
17 |
18 | public ResourceFolder(string name)
19 | {
20 | m_Children = new List();
21 | this.name = name.Replace(" ", "_");
22 | }
23 |
24 | public void Add(string path)
25 | {
26 | // Split our path
27 | string[] segments = path.Split('/');
28 | // Add it
29 | AddChild(segments);
30 | }
31 |
32 | public override IEnumerator GetEnumerator()
33 | {
34 | yield return this;
35 | for(int i = 0; i < m_Children.Count; i++)
36 | {
37 | yield return m_Children[i];
38 | }
39 | }
40 |
41 | public override ResourceNode GetOrCreateChild(string name)
42 | {
43 | for (int i = 0; i < m_Children.Count; i++)
44 | {
45 | if (m_Children[i].name.Equals(name, System.StringComparison.Ordinal))
46 | {
47 | return m_Children[i];
48 | }
49 | }
50 |
51 | ResourceNode newNode = null;
52 | bool isFile = Path.HasExtension(name);
53 |
54 | if(isFile)
55 | {
56 | newNode = new ResourceItem(name);
57 | }
58 | else
59 | {
60 | newNode = new ResourceFolder(name);
61 | }
62 | m_Children.Add(newNode);
63 | return newNode;
64 | }
65 |
66 | private void AddChild(string[] segments)
67 | {
68 | ResourceNode current = this;
69 | for (int i = 0; i < segments.Length; i++)
70 | {
71 | current = current.GetOrCreateChild(segments[i]);
72 | }
73 | }
74 | }
75 | }
76 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Templates/ResourceFolder.cs:
--------------------------------------------------------------------------------
1 | using System.IO;
2 | using System.Collections.Generic;
3 |
4 | namespace ScriptForge.Templates
5 | {
6 | ///
7 | /// Represents a folder in a resources path in Unity.
8 | ///
9 | public class ResourceFolder : ResourceNode
10 | {
11 | private List m_Children;
12 |
13 | public List children
14 | {
15 | get { return m_Children; }
16 | }
17 |
18 | public ResourceFolder(string name)
19 | {
20 | m_Children = new List();
21 | this.name = name.Replace(" ", "_");
22 | }
23 |
24 | public void Add(string path)
25 | {
26 | // Split our path
27 | string[] segments = path.Split('/');
28 | // Add it
29 | AddChild(segments);
30 | }
31 |
32 | public override IEnumerator GetEnumerator()
33 | {
34 | yield return this;
35 | for(int i = 0; i < m_Children.Count; i++)
36 | {
37 | yield return m_Children[i];
38 | }
39 | }
40 |
41 | public override ResourceNode GetOrCreateChild(string name)
42 | {
43 | for (int i = 0; i < m_Children.Count; i++)
44 | {
45 | if (m_Children[i].name.Equals(name, System.StringComparison.Ordinal))
46 | {
47 | return m_Children[i];
48 | }
49 | }
50 |
51 | ResourceNode newNode = null;
52 | bool isFile = Path.HasExtension(name);
53 |
54 | if(isFile)
55 | {
56 | newNode = new ResourceItem(name);
57 | }
58 | else
59 | {
60 | newNode = new ResourceFolder(name);
61 | }
62 | m_Children.Add(newNode);
63 | return newNode;
64 | }
65 |
66 | private void AddChild(string[] segments)
67 | {
68 | ResourceNode current = this;
69 | for (int i = 0; i < segments.Length; i++)
70 | {
71 | current = current.GetOrCreateChild(segments[i]);
72 | }
73 | }
74 | }
75 | }
76 |
--------------------------------------------------------------------------------
/proj.unity/ProjectSettings/GraphicsSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!30 &1
4 | GraphicsSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 7
7 | m_Deferred:
8 | m_Mode: 1
9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
10 | m_DeferredReflections:
11 | m_Mode: 1
12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0}
13 | m_ScreenSpaceShadows:
14 | m_Mode: 1
15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0}
16 | m_LegacyDeferred:
17 | m_Mode: 1
18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0}
19 | m_DepthNormals:
20 | m_Mode: 1
21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0}
22 | m_MotionVectors:
23 | m_Mode: 1
24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0}
25 | m_LightHalo:
26 | m_Mode: 1
27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0}
28 | m_LensFlare:
29 | m_Mode: 1
30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
31 | m_AlwaysIncludedShaders:
32 | - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
33 | - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0}
34 | - {fileID: 15105, guid: 0000000000000000f000000000000000, type: 0}
35 | - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0}
36 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
37 | - {fileID: 10782, guid: 0000000000000000f000000000000000, type: 0}
38 | m_PreloadedShaders: []
39 | m_ShaderSettings_Tier1:
40 | useCascadedShadowMaps: 1
41 | standardShaderQuality: 2
42 | useReflectionProbeBoxProjection: 1
43 | useReflectionProbeBlending: 1
44 | m_ShaderSettings_Tier2:
45 | useCascadedShadowMaps: 1
46 | standardShaderQuality: 2
47 | useReflectionProbeBoxProjection: 1
48 | useReflectionProbeBlending: 1
49 | m_ShaderSettings_Tier3:
50 | useCascadedShadowMaps: 1
51 | standardShaderQuality: 2
52 | useReflectionProbeBoxProjection: 1
53 | useReflectionProbeBlending: 1
54 | m_BuildTargetShaderSettings: []
55 | m_LightmapStripping: 0
56 | m_FogStripping: 0
57 | m_LightmapKeepPlain: 1
58 | m_LightmapKeepDirCombined: 1
59 | m_LightmapKeepDirSeparate: 1
60 | m_LightmapKeepDynamicPlain: 1
61 | m_LightmapKeepDynamicDirCombined: 1
62 | m_LightmapKeepDynamicDirSeparate: 1
63 | m_FogKeepLinear: 1
64 | m_FogKeepExp: 1
65 | m_FogKeepExp2: 1
66 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Miscellaneous/FontAwesomeIcons.cs:
--------------------------------------------------------------------------------
1 | //------------------------------------------------------------------------------
2 | //
3 | // This code was generated by a tool.
4 | // Runtime Version:4.0.30319.18449
5 | //
6 | // Changes to this file may cause incorrect behavior and will be lost if
7 | // the code is regenerated.
8 | //
9 | //------------------------------------------------------------------------------
10 | using System;
11 | using UnityEngine;
12 |
13 | namespace ScriptForge
14 | {
15 | public static class FontAwesomeIcons
16 | {
17 | public static readonly string LIFE_RING = new string('\xf1cd', 1);
18 | public static readonly string MAGIC = new string('\xf0d0', 1);
19 | public static readonly string BUG = new string('\xf188', 1);
20 | public static readonly string CUBES = new string('\xf085', 1);
21 | public static readonly string BOOKMARK = new string('\xf02e', 1);
22 | public static readonly string BARS = new string('\xf0c9', 1);
23 | public static readonly string SORT_AMOUNT = new string('\xf161', 1);
24 | public static readonly string PICTURE = new string('\xf03e', 1);
25 | public static readonly string GAMEPAD = new string('\xf11b', 1);
26 | public static readonly string COG = new string('\xf013', 1);
27 | public static readonly string INFO_CIRCLE = new string('\xf05a', 1);
28 | public static readonly string CHECKBOX = new string('\xf058', 1);
29 | public static readonly string REFRESH = new string('\xf021', 1);
30 | public static readonly string WARNING = new string('\xf071', 1);
31 | public static readonly string INFO = new string('\x129', 1);
32 | public static readonly string MOVIE = new string('\xf008', 1);
33 | public static readonly string PUZZLE_PIECE = new string('\xf12e', 1);
34 | public static readonly string CODE = new string('\xf121', 1);
35 | public static readonly string GITHUB = new string('\xf09b', 1);
36 | public static readonly string BOOK = new string('\xf02d', 1);
37 | public static readonly string TWITTER = new string('\xf099', 1);
38 | public static readonly string BOLT = new string('\xf0e7', 1);
39 | public static readonly string REPEAT = new string('\xf01e', 1);
40 | public static readonly string PENCIL_SQUARE = new string('\xf044', 1);
41 | public static readonly string ID_CARD = new string('\xf0e3', 1);
42 | }
43 | }
44 |
45 |
--------------------------------------------------------------------------------
/proj.unity/ProjectSettings/NavMeshAreas.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!126 &1
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
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/proj.cs/ScriptForge/Templates/Layers/LayersTemplate.tt:
--------------------------------------------------------------------------------
1 | <#@ template debug="true" hostSpecific="false" language="C#" linePragmas="false" inherits="ScriptForge.BaseTemplate"#>
2 | <#@ parameter type="System.String" name="m_EnumName" #>
3 | <#@ parameter type="System.String[]" name="m_Layers" #>
4 | <#@ parameter type="System.Boolean" name="m_CreateEnum" #>
5 | <#@ parameter type="System.Boolean" name="m_CreateBitwise" #>
6 | <# WriteClassOutline(); #>
7 | <#+
8 | ///
9 | /// A function used to define any content that should exist in this classes namespace.
10 | ///
11 | public override void WriteNamespaceContent()
12 | {
13 | }
14 |
15 | ///
16 | /// This class contains all our GUI Content labels that we use in Script Forge
17 | ///
18 | public override void WriteClassContent()
19 | {
20 | WriteLine("public static class Integer");
21 | WriteLine("{");
22 | PushIndent(indent);
23 | {
24 | for(int i = 0; i < m_Layers.Length; i++)
25 | {
26 | if(!string.IsNullOrEmpty(m_Layers[i]))
27 | {
28 | Write("public const int ");
29 | Write(m_Layers[i].ToUpper());
30 | Write(" = ");
31 | Write(i.ToString());
32 | WriteLine(";");
33 | }
34 | }
35 | }
36 | PopIndent();
37 | WriteLine("}");
38 |
39 | if(m_CreateBitwise)
40 | {
41 | WriteLine("public static class Bitwise");
42 | WriteLine("{");
43 | PushIndent(indent);
44 | {
45 | for(int i = 0; i < m_Layers.Length; i++)
46 | {
47 | if(!string.IsNullOrEmpty(m_Layers[i]))
48 | {
49 | Write("public static readonly int ");
50 | Write(m_Layers[i]);
51 | Write(" = 1 << ");
52 | Write(i.ToString());
53 | WriteLine(";");
54 | }
55 | }
56 | }
57 | PopIndent();
58 | WriteLine("}");
59 | }
60 | }
61 |
62 | ///
63 | /// Invoked when the enum should be defined by this widget.
64 | ///
65 | public override void WriteEnumContent()
66 | {
67 | if(!m_CreateEnum)
68 | {
69 | return;
70 | }
71 | #>
72 | ///
73 | /// An enum that contains the names of every scene that
74 | /// is in your project.
75 | ///
76 | <#+
77 | Write("public enum ");
78 | WriteLine(m_EnumName);
79 | WriteLine("{");
80 | PushIndent(indent);
81 | for(int i = 0; i < m_Layers.Length; i++)
82 | {
83 | if(!string.IsNullOrEmpty(m_Layers[i]))
84 | {
85 | Write(m_Layers[i]);
86 | Write(" = ");
87 | Write(i.ToString());
88 | if( i < m_Layers.Length - 1)
89 | {
90 | WriteLine(",");
91 | }
92 | else
93 | {
94 | WriteLine(string.Empty);
95 | }
96 | }
97 | }
98 | PopIndent();
99 | WriteLine("}");
100 | WriteLine(string.Empty);
101 | }
102 | #>
103 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/EditorGUILayoutEx.cs:
--------------------------------------------------------------------------------
1 | using System.IO;
2 | using System.Reflection;
3 | using System.Text.RegularExpressions;
4 | using UnityEditor;
5 | using UnityEngine;
6 |
7 | namespace ScriptForge
8 | {
9 | public static class EditorGUILayoutEx
10 | {
11 | ///
12 | /// Creates a text field that a user can modify but when input is confirmed the name
13 | /// is validated to make sure it does not have any invalid characters.
14 | ///
15 | public static string ClassNameTextField(GUIContent label, string scriptName, string defaultIfNullOrEmpty)
16 | {
17 | EditorGUI.BeginChangeCheck();
18 | {
19 | scriptName = EditorGUILayout.DelayedTextField(label, scriptName);
20 | }
21 | if(EditorGUI.EndChangeCheck())
22 | {
23 | scriptName = Regex.Replace(scriptName, "[^a-zA-Z0-9_]+", "", RegexOptions.Compiled);
24 |
25 | if(string.IsNullOrEmpty(scriptName))
26 | {
27 | scriptName = defaultIfNullOrEmpty;
28 | }
29 | }
30 | return scriptName;
31 | }
32 |
33 | ///
34 | /// Creates a text field that a user can modify but when input is confirmed the name
35 | /// is validated to make sure it does not have any invalid characters.
36 | ///
37 | public static string ClassNameTextField(Rect rect, string scriptName, string defaultIfNullOrEmpty)
38 | {
39 | EditorGUI.BeginChangeCheck();
40 | {
41 | scriptName = EditorGUI.DelayedTextField(rect, scriptName);
42 | }
43 | if (EditorGUI.EndChangeCheck())
44 | {
45 | scriptName = Regex.Replace(scriptName, "[^a-zA-Z0-9_]+", "", RegexOptions.Compiled);
46 |
47 | if (string.IsNullOrEmpty(scriptName))
48 | {
49 | scriptName = defaultIfNullOrEmpty;
50 | }
51 | }
52 | return scriptName;
53 | }
54 |
55 | ///
56 | /// Creates a text field that a user can modify but when input is confirmed the name
57 | /// is validated to make sure it does not have any invalid characters this is setup for name spaces.
58 | ///
59 | public static string NamespaceTextField(GUIContent label, string @namespace)
60 | {
61 | EditorGUI.BeginChangeCheck();
62 | {
63 | @namespace = EditorGUILayout.DelayedTextField(label, @namespace);
64 | }
65 | if (EditorGUI.EndChangeCheck())
66 | {
67 | // Remove any invalid characters.
68 | @namespace = Regex.Replace(@namespace, "[^a-zA-Z0-9_.]+", "", RegexOptions.Compiled);
69 | // Remove sequential periods, two or more are replaced with one.
70 | @namespace = Regex.Replace(@namespace, "[.{2,}]+", ".", RegexOptions.Compiled);
71 | }
72 | return @namespace;
73 | }
74 | }
75 | }
76 |
--------------------------------------------------------------------------------
/proj.unity/ProjectSettings/QualitySettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!47 &1
4 | QualitySettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 5
7 | m_CurrentQuality: 3
8 | m_QualitySettings:
9 | - serializedVersion: 2
10 | name: Fastest
11 | pixelLightCount: 0
12 | shadows: 0
13 | shadowResolution: 0
14 | shadowProjection: 1
15 | shadowCascades: 1
16 | shadowDistance: 15
17 | blendWeights: 1
18 | textureQuality: 1
19 | anisotropicTextures: 0
20 | antiAliasing: 0
21 | softParticles: 0
22 | softVegetation: 0
23 | vSyncCount: 0
24 | lodBias: .300000012
25 | maximumLODLevel: 0
26 | particleRaycastBudget: 4
27 | excludedTargetPlatforms: []
28 | - serializedVersion: 2
29 | name: Fast
30 | pixelLightCount: 0
31 | shadows: 0
32 | shadowResolution: 0
33 | shadowProjection: 1
34 | shadowCascades: 1
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45 | particleRaycastBudget: 16
46 | excludedTargetPlatforms: []
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48 | name: Simple
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61 | vSyncCount: 0
62 | lodBias: .699999988
63 | maximumLODLevel: 0
64 | particleRaycastBudget: 64
65 | excludedTargetPlatforms: []
66 | - serializedVersion: 2
67 | name: Good
68 | pixelLightCount: 2
69 | shadows: 2
70 | shadowResolution: 1
71 | shadowProjection: 1
72 | shadowCascades: 2
73 | shadowDistance: 40
74 | blendWeights: 2
75 | textureQuality: 0
76 | anisotropicTextures: 1
77 | antiAliasing: 0
78 | softParticles: 0
79 | softVegetation: 1
80 | vSyncCount: 1
81 | lodBias: 1
82 | maximumLODLevel: 0
83 | particleRaycastBudget: 256
84 | excludedTargetPlatforms: []
85 | - serializedVersion: 2
86 | name: Beautiful
87 | pixelLightCount: 3
88 | shadows: 2
89 | shadowResolution: 2
90 | shadowProjection: 1
91 | shadowCascades: 2
92 | shadowDistance: 70
93 | blendWeights: 4
94 | textureQuality: 0
95 | anisotropicTextures: 2
96 | antiAliasing: 2
97 | softParticles: 1
98 | softVegetation: 1
99 | vSyncCount: 1
100 | lodBias: 1.5
101 | maximumLODLevel: 0
102 | particleRaycastBudget: 1024
103 | excludedTargetPlatforms: []
104 | - serializedVersion: 2
105 | name: Fantastic
106 | pixelLightCount: 4
107 | shadows: 2
108 | shadowResolution: 2
109 | shadowProjection: 1
110 | shadowCascades: 4
111 | shadowDistance: 150
112 | blendWeights: 4
113 | textureQuality: 0
114 | anisotropicTextures: 2
115 | antiAliasing: 2
116 | softParticles: 1
117 | softVegetation: 1
118 | vSyncCount: 1
119 | lodBias: 2
120 | maximumLODLevel: 0
121 | particleRaycastBudget: 4096
122 | excludedTargetPlatforms: []
123 | m_PerPlatformDefaultQuality:
124 | Android: 2
125 | BlackBerry: 2
126 | FlashPlayer: 3
127 | GLES Emulation: 3
128 | PS3: 3
129 | Standalone: 3
130 | Tizen: 2
131 | WP8: 3
132 | Web: 3
133 | Wii: 3
134 | Windows Store Apps: 3
135 | XBOX360: 3
136 | iPhone: 2
137 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Base/BaseTemplate.tt:
--------------------------------------------------------------------------------
1 | <#@ template debug="true" hostSpecific="false" language="C#" linePragmas="false" #>
2 | <#@ output extension=".cs" #>
3 | <#@ import namespace="System" #>
4 | <#@ import namespace="System.IO" #>
5 | <#@ import namespace="System.Collections" #>
6 | <#@ import namespace="System.Collections.Generic" #>
7 | <#@ parameter type="System.String" name="m_ClassName" #>
8 | <#@ parameter type="System.String" name="m_Namespace" #>
9 | <#@ parameter type="System.Boolean" name="m_IsPartialClass" #>
10 | <#@ parameter type="System.Boolean" name="m_IsStaticClass" #>
11 | <#@ parameter type="System.String" name="m_Indent" #>
12 | <#@ parameter type="System.String" name="m_SaveLocation" #>
13 | <#@ parameter type="System.String" name="m_AssetHash" #>
14 | <# WriteClassOutline();#>
15 | <#+
16 | public string indent
17 | {
18 | get { return m_Indent; }
19 | }
20 |
21 | ///
22 | /// A function used to define any content that should exist in this classes namespace.
23 | ///
24 | public virtual void WriteNamespaceContent()
25 | {
26 | WriteLine("// No namespace content defined");
27 | }
28 |
29 | ///
30 | /// This class contains all our GUI Content labels that we use in Script Forge
31 | ///
32 | public virtual void WriteClassContent()
33 | {
34 | WriteLine("// No class content defined");
35 | }
36 |
37 | ///
38 | /// Invoked when the enum should be defined by this widget.
39 | ///
40 | public virtual void WriteEnumContent()
41 | {
42 |
43 | }
44 |
45 | ///
46 | /// Invoked when the helper functions should be defined by this widget.
47 | ///
48 | public virtual void WriteHelperFunctions()
49 | {
50 |
51 | }
52 |
53 | ///
54 | /// Writes the namespace (if it has one) and the class and all braces. This function
55 | /// will then call WriteNamespaceContent for stuff in that scope and WriteClassContent()
56 | /// for everything contained in that scope.
57 | ///
58 | public virtual void WriteClassOutline()
59 | {
60 | #>
61 | //------------------------------------------------------------------------------
62 | //
63 | // <#= Path.GetFileName(m_SaveLocation) #>
64 | // This code was generated by ScriptForge. To rebuild the code go to
65 | // Project Settings ->Script Forge and on that window hit generate all. Any
66 | // changes made to this script will be overwritten.
67 | // Asset Hash: <#= m_AssetHash #>
68 | //
69 | //------------------------------------------------------------------------------
70 | <#+
71 | bool hasNamespace = !string.IsNullOrEmpty(m_Namespace);
72 |
73 | if(hasNamespace)
74 | {
75 | Write("namespace ");
76 | WriteLine(m_Namespace);
77 | WriteLine("{");
78 | PushIndent(m_Indent);
79 | }
80 |
81 | WriteNamespaceContent();
82 |
83 | WriteEnumContent();
84 |
85 | { // Start class
86 | Write("public ");
87 | if(m_IsStaticClass)
88 | {
89 | Write("static ");
90 | }
91 |
92 | if(m_IsPartialClass)
93 | {
94 | Write("partial ");
95 | }
96 | Write("class ");
97 | WriteLine(m_ClassName);
98 | WriteLine("{");
99 | PushIndent(m_Indent);
100 | WriteEnumContent();
101 | WriteClassContent();
102 | WriteHelperFunctions();
103 | PopIndent();
104 | Write("}");
105 | } // End Class
106 | if(hasNamespace)
107 | {
108 | PopIndent();
109 | GenerationEnvironment.AppendLine();
110 | Write("}");
111 | }
112 | }
113 | #>
114 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Resources/ResourcesTemplate.cs:
--------------------------------------------------------------------------------
1 | // ------------------------------------------------------------------------------
2 | //
3 | // This code was generated by a tool.
4 | // Runtime Version: 14.0.0.0
5 | //
6 | // Changes to this file may cause incorrect behavior and will be lost if
7 | // the code is regenerated.
8 | //
9 | // ------------------------------------------------------------------------------
10 | namespace ScriptForge
11 | {
12 | using System.Collections.Generic;
13 | using ScriptForge.Templates;
14 | using ScriptForge.Utility;
15 | using System;
16 |
17 | ///
18 | /// Class to produce the template output
19 | ///
20 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.TextTemplating", "14.0.0.0")]
21 | public partial class ResourcesTemplate : ScriptForge.BaseTemplate
22 | {
23 | ///
24 | /// Create the template output
25 | ///
26 | public override string TransformText()
27 | {
28 | WriteClassOutline();
29 | return this.GenerationEnvironment.ToString();
30 | }
31 |
32 | ///
33 | /// A function used to define any content that should exist in this classes namespace.
34 | ///
35 | public override void WriteNamespaceContent()
36 | {
37 | }
38 |
39 | ///
40 | /// This class contains all our GUI Content labels that we use in Script Forge
41 | ///
42 | public override void WriteClassContent()
43 | {
44 | ResourceFolder rootFolder = new ResourceFolder(string.Empty);
45 |
46 | for(int i = 0; i < m_ResourcePaths.Length; i++)
47 | {
48 | rootFolder.Add(m_ResourcePaths[i]);
49 | }
50 |
51 | // We want to skip over the root since it's empty
52 | for(int i = 0; i < rootFolder.children.Count; i++)
53 | {
54 | WriteTree(rootFolder.children[i]);
55 | }
56 | }
57 |
58 | private void WriteTree(ResourceNode node)
59 | {
60 | ResourceFolder asFolder = node as ResourceFolder;
61 | ResourceItem asItem = node as ResourceItem;
62 | if(asFolder != null)
63 | {
64 | Write("public class ");
65 | WriteLine(asFolder.name);
66 | WriteLine("{");
67 | PushIndent(indent);
68 | for(int i = 0; i < asFolder.children.Count; i++)
69 | {
70 | WriteTree(asFolder.children[i]);
71 | }
72 | PopIndent();
73 | WriteLine("}");
74 | WriteLine(string.Empty);
75 | }
76 | else if (asItem != null)
77 | {
78 | Write("public const string ");
79 | Write(asItem.safeName.ToUpper());
80 | Write(" = \"");
81 | Write(asItem.name + asItem.extension);
82 | WriteLine("\";");
83 | }
84 | }
85 |
86 |
87 | private string[] _m_ResourcePathsField;
88 |
89 | ///
90 | /// Access the m_ResourcePaths parameter of the template.
91 | ///
92 | private string[] m_ResourcePaths
93 | {
94 | get
95 | {
96 | return this._m_ResourcePathsField;
97 | }
98 | }
99 |
100 |
101 | ///
102 | /// Initialize the template
103 | ///
104 | public override void Initialize()
105 | {
106 | base.Initialize();
107 | if ((this.Errors.HasErrors == false))
108 | {
109 | bool m_ResourcePathsValueAcquired = false;
110 | if (this.Session.ContainsKey("m_ResourcePaths"))
111 | {
112 | this._m_ResourcePathsField = ((string[])(this.Session["m_ResourcePaths"]));
113 | m_ResourcePathsValueAcquired = true;
114 | }
115 | if ((m_ResourcePathsValueAcquired == false))
116 | {
117 | object data = global::System.Runtime.Remoting.Messaging.CallContext.LogicalGetData("m_ResourcePaths");
118 | if ((data != null))
119 | {
120 | this._m_ResourcePathsField = ((string[])(data));
121 | }
122 | }
123 |
124 |
125 | }
126 | }
127 |
128 |
129 | }
130 | }
131 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Templates/ResourcesTemplate.cs:
--------------------------------------------------------------------------------
1 | // ------------------------------------------------------------------------------
2 | //
3 | // This code was generated by a tool.
4 | // Runtime Version: 14.0.0.0
5 | //
6 | // Changes to this file may cause incorrect behavior and will be lost if
7 | // the code is regenerated.
8 | //
9 | // ------------------------------------------------------------------------------
10 | namespace ScriptForge
11 | {
12 | using System.Collections.Generic;
13 | using ScriptForge.Templates;
14 | using ScriptForge.Utility;
15 | using System;
16 |
17 | ///
18 | /// Class to produce the template output
19 | ///
20 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.TextTemplating", "14.0.0.0")]
21 | public partial class ResourcesTemplate : ScriptForge.BaseTemplate
22 | {
23 | ///
24 | /// Create the template output
25 | ///
26 | public override string TransformText()
27 | {
28 | WriteClassOutline();
29 | return this.GenerationEnvironment.ToString();
30 | }
31 |
32 | ///
33 | /// A function used to define any content that should exist in this classes namespace.
34 | ///
35 | public override void WriteNamespaceContent()
36 | {
37 | }
38 |
39 | ///
40 | /// This class contains all our GUI Content labels that we use in Script Forge
41 | ///
42 | public override void WriteClassContent()
43 | {
44 | ResourceFolder rootFolder = new ResourceFolder(string.Empty);
45 |
46 | for(int i = 0; i < m_ResourcePaths.Length; i++)
47 | {
48 | rootFolder.Add(m_ResourcePaths[i]);
49 | }
50 |
51 | // We want to skip over the root since it's empty
52 | for(int i = 0; i < rootFolder.children.Count; i++)
53 | {
54 | WriteTree(rootFolder.children[i]);
55 | }
56 | }
57 |
58 | private void WriteTree(ResourceNode node)
59 | {
60 | ResourceFolder asFolder = node as ResourceFolder;
61 | ResourceItem asItem = node as ResourceItem;
62 | if(asFolder != null)
63 | {
64 | Write("public class ");
65 | WriteLine(asFolder.name);
66 | WriteLine("{");
67 | PushIndent(indent);
68 | for(int i = 0; i < asFolder.children.Count; i++)
69 | {
70 | WriteTree(asFolder.children[i]);
71 | }
72 | PopIndent();
73 | WriteLine("}");
74 | WriteLine(string.Empty);
75 | }
76 | else if (asItem != null)
77 | {
78 | Write("public const string ");
79 | Write(asItem.safeName.ToUpper());
80 | Write(" = \"");
81 | Write(asItem.name + asItem.extension);
82 | WriteLine("\";");
83 | }
84 | }
85 |
86 |
87 | private string[] _m_ResourcePathsField;
88 |
89 | ///
90 | /// Access the m_ResourcePaths parameter of the template.
91 | ///
92 | private string[] m_ResourcePaths
93 | {
94 | get
95 | {
96 | return this._m_ResourcePathsField;
97 | }
98 | }
99 |
100 |
101 | ///
102 | /// Initialize the template
103 | ///
104 | public override void Initialize()
105 | {
106 | base.Initialize();
107 | if ((this.Errors.HasErrors == false))
108 | {
109 | bool m_ResourcePathsValueAcquired = false;
110 | if (this.Session.ContainsKey("m_ResourcePaths"))
111 | {
112 | this._m_ResourcePathsField = ((string[])(this.Session["m_ResourcePaths"]));
113 | m_ResourcePathsValueAcquired = true;
114 | }
115 | if ((m_ResourcePathsValueAcquired == false))
116 | {
117 | object data = global::System.Runtime.Remoting.Messaging.CallContext.LogicalGetData("m_ResourcePaths");
118 | if ((data != null))
119 | {
120 | this._m_ResourcePathsField = ((string[])(data));
121 | }
122 | }
123 |
124 |
125 | }
126 | }
127 |
128 |
129 | }
130 | }
131 |
--------------------------------------------------------------------------------
/proj.cs/ScriptForge/Templates/Scenes/ScenesTemplatePreview.cs:
--------------------------------------------------------------------------------
1 |
2 |
3 | using System.Collections.ObjectModel;
4 | //------------------------------------------------------------------------------
5 | //
6 | // Scenes.cs
7 | // This code was generated by ScriptForge. To rebuild the code go to
8 | // Project Settings ->Script Forge and on that window hit generate all. Any
9 | // changes made to this script will be overwritten.
10 | // Asset Hash: b62288ca78c2769c271afefe24922517
11 | //
12 | //------------------------------------------------------------------------------
13 | namespace ScriptforgeGenerated
14 | {
15 | public static partial class Scenes
16 | {
17 | ///
18 | /// An enum that contains the names of every scene that
19 | /// is in your project.
20 | ///
21 | public enum Types
22 | {
23 | MainMenu,
24 | LoadingScreen,
25 | BossBattle,
26 | Ending
27 | }
28 |
29 | public const string MAINMENU = "MainMenu";
30 | public const string LOADINGSCREEN = "LoadingScreen";
31 | public const string BOSSBATTLE = "BossBattle";
32 | public const string ENDING = "Ending";
33 |
34 | // An array containing all the names of our scenes.
35 | private static string[] m_Names = new string[]
36 | {
37 | "MainMenu",
38 | "LoadingScreen",
39 | "BossBattle",
40 | "Ending",
41 | };
42 |
43 | ///
44 | /// Gets a read only version of the array of scene names in the build settings.
45 | ///
46 | public static ReadOnlyCollection Names(string sceneName)
47 | {
48 | return new ReadOnlyCollection(m_Names);
49 | }
50 |
51 | ///
52 | /// This function takes in a string name and returns
53 | /// the scene ID with that name. If the name is invalid
54 | /// it return -1.
55 | ///
56 | /// The ID of the requested scene name.
57 | /// A name of the scene you want the ID for.
58 | public static int SceneNameToID(string sceneName)
59 | {
60 | for (int i = 0; i < m_Names.Length; i++)
61 | {
62 | if(m_Names[i].Equals(sceneName, System.StringComparison.OrdinalIgnoreCase))
63 | {
64 | return i;
65 | }
66 | }
67 | //No scene found with that ID.
68 | return -1;
69 | }
70 |
71 | ///
72 | /// This takes a scene ID and returns the name. If
73 | /// the ID is invalid it returns 'None'.
74 | ///
75 | /// The identifier of the scene.
76 | /// An name of the scene with the requested ID
77 | public static string SceneIndexToName(int sceneIndex)
78 | {
79 | if (sceneIndex >= 0 && sceneIndex < m_Names.Length)
80 | {
81 | return m_Names[sceneIndex];
82 | }
83 |
84 | return string.Empty;
85 | }
86 |
87 | ///
88 | /// Determines if it is valid scene name.
89 | ///
90 | /// true if is valid scene name the specified sceneName; otherwise, false.
91 | /// The name of the scene in build settings.
92 | public static bool IsValidSceneName(string sceneName)
93 | {
94 | for( int i = 0; i < m_Names.Length; i++)
95 | {
96 | if(m_Names[i].Equals(sceneName, System.StringComparison.OrdinalIgnoreCase))
97 | {
98 | return true;
99 | }
100 | }
101 |
102 | return false;
103 | }
104 |
105 | ///
106 | /// Determines if is valid scene ID.
107 | ///
108 | /// true if is valid scene I the specified anID; otherwise, false.
109 | /// An I.
110 | public static bool IsValidSceneID(int sceneID)
111 | {
112 | return sceneID >= 0 && sceneID < m_Names.Length;
113 | }
114 | }
115 | }
116 |
117 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | ### Quick Note
2 | This is quite an old project but I am still adding to it. Currently the Resources and Animation Widget are not implemented but I am working on that.
3 | Have any other types of widgets you think would be helpful? Feel free to request it or make your own and I can merge it in.
4 |
5 | # ScriptForge
6 |
7 | Scriptforge is a tool used to help you keep your constants up to date. Instead of having to keep track of them by hand they can be generated for you automatically. All you have to do is add the code to your Unity project and go to `Edit/Project Settings/Script FOrge`. These constants can be generated for a range of things. Some example are the Scenes in the build settings, the files in select resource folders, the tags/sorting layers/layers defined in the project. The choice is left to you to choose what you would like to do.
8 |
9 | Can't find a forge creating what you want? Extend the `Widget.cs` class and make your own. Everything is linked with reflection so you don't have to update any other existing code.
10 |
11 |
12 | ## Widgets
13 | Below is an example of the output of some of the widgets that are in Script Forge.
14 |
15 | #### Layers
16 | 
17 |
18 | #### Sorting Layers
19 | 
20 |
21 | #### Scenes
22 | 
23 |
24 | #### Tags
25 | 
26 |
27 | ## Adding a Widget
28 |
29 | By default there is always two widgets in view. The first one being the basic settings and the second being about. These are not much use to you. What we will need to do is add a new Widget. To do this click on the `Add Widget` button.
30 | 
31 |
32 | # How It Works
33 |
34 | Script Forge uses the power of T4 [Text Transformation Template Toolkit](https://msdn.microsoft.com/en-us/library/bb126445.aspx) to generate code behind the scenes. If you are not familiar to template take a look at my [Gamasutra blog](http://www.gamasutra.com/blogs/ByronMayne/20160121/258356/Code_Generation_in_Unity.php). TLDR: They are just a string builder with some custom syntax to make it easy.
35 |
36 | ## Project Layout
37 | In the root of the repository you will find two folders, the first one is 'proj.unity'. This is the normal Unity project folder. The other one is 'proj.cs'. This project is where our templates are stored and then automatically exported to the Unity project with [MSBuild](https://msdn.microsoft.com/en-us/library/0k6kkbsd.aspx). This might seem a little weird but do to the fact that Unity regenerates it's `.csproj` every time scripts change it breaks the links in our templates making them useless. In this folder we also have links to every script in our Unity project just to make sure everything stays in sync. All these things are hooked up with MSBuild but you don't really need to care about that (unless you want to).
38 |
39 | ## Error Handling
40 |
41 | ##### Input Error
42 | Scriptforge does it's best to let you know what is happening. If you happen to make a mistake (like not setting a file path) the widget will flash red and show an error message at the top. You will also notice our status Icon changes to an `!` to make it clear even if the widget is folded.
43 |
44 |
45 | 
46 |
47 | ##### Automatic Name Cleanup
48 |
49 | Many of the fields you see in the inspector are used to generate code directly. This means if you set your class name as something invalid (example `!@#$%^&*`) in it's name this would cause a compile error when the code is generated. Instead of letting you do that all inputs are clean up when you hit enter or click off the fields. As a side note these are custom filed types defined in `EditorGUILayoutEx.cs`.
50 |
51 |
52 | 
53 |
54 | ## Want to help out?
55 | If you have a feature you want to add I would be more then happy to add it to the project.
56 |
57 |
58 | ## Meta
59 |
60 | Handcrafted by Byron Mayne [[twitter](https://twitter.com/byMayne) • [github](https://github.com/ByronMayne)]
61 |
62 | Released under the [MIT License](http://www.opensource.org/licenses/mit-license.php).
63 |
64 | If you have any feedback or suggestions for UnityIO feel free to contact me.
65 |
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Widgets/TagsWidget.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using UnityEditor;
4 | using System.Collections.Generic;
5 | using System.IO;
6 | using ScriptForge.Widgets.Components;
7 |
8 | namespace ScriptForge
9 | {
10 | [System.Serializable]
11 | [RequiredWidgetComponets(typeof(EnumComponent))]
12 | public class TagsWidget : ForgeWidget
13 | {
14 | public override GUIContent label
15 | {
16 | get
17 | {
18 | return ScriptForgeLabels.tagsWidgetTitle;
19 | }
20 | }
21 |
22 | public override string iconString
23 | {
24 | get
25 | {
26 | return FontAwesomeIcons.BOOKMARK;
27 | }
28 | }
29 |
30 | ///
31 | /// Gets the sorting order for this widget.
32 | ///
33 | public override int sortOrder
34 | {
35 | get
36 | {
37 | return LayoutSettings.TAG_WIDGET_SORT_ORDER;
38 | }
39 | }
40 |
41 | ///
42 | /// The default name of this script
43 | ///
44 | protected override string defaultName
45 | {
46 | get
47 | {
48 | return "Tags";
49 | }
50 | }
51 |
52 | ///
53 | /// Invoked to allow us to draw are GUI content for this forge.
54 | ///
55 | protected override void DrawWidgetContent(ScriptForgeStyles style)
56 | {
57 | base.DrawWidgetContent(style);
58 | }
59 |
60 | ///
61 | /// Returns a list of all the valid tags that we want to include in our generated class.
62 | ///
63 | ///
64 | private string[] GetValidTagNames()
65 | {
66 | List validTags = new List();
67 | string[] tags = UnityEditorInternal.InternalEditorUtility.tags;
68 |
69 | for (int i = 0; i < tags.Length; i++)
70 | {
71 | string tag = tags[i];
72 | tag = tag.Replace(' ', '_');
73 |
74 | if (!string.IsNullOrEmpty(tag))
75 | {
76 | validTags.Add(tag);
77 | }
78 | }
79 | return validTags.ToArray();
80 | }
81 |
82 | ///
83 | /// Invoked when this widget should generate it's content.
84 | ///
85 | public override void OnGenerate(bool forced)
86 | {
87 | if (ShouldRegnerate() || forced)
88 | {
89 | // Invoke the base.
90 | base.OnGenerate(forced);
91 | // Build the template
92 | TagsTemplate generator = new TagsTemplate();
93 | // Populate it's session
94 | CreateSession(generator);
95 | // Write it to disk.
96 | WriteToDisk(generator);
97 | }
98 | }
99 |
100 | ///
101 | /// Used to send our paths for our session.
102 | ///
103 | ///
104 | protected override void PopulateSession(IDictionary session)
105 | {
106 | // Create our base session
107 | base.PopulateSession(session);
108 | // Get our layers
109 | string[] tags = GetValidTagNames();
110 | // Set our session
111 | session["m_Tags"] = tags;
112 | }
113 |
114 | ///
115 | /// Invoked when we are required to build a new hash code for our forge. All
116 | /// unique content should be converted to string and appending to the builder.
117 | ///
118 | protected override void PopulateHashBuilder(System.Text.StringBuilder hashBuilder)
119 | {
120 | base.PopulateHashBuilder(hashBuilder);
121 | // Add our layer names
122 | foreach (string tag in GetValidTagNames())
123 | {
124 | hashBuilder.Append(tag);
125 | }
126 | }
127 | }
128 | }
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Widgets/SortingLayersWidget.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditorInternal;
3 | using System.Collections.Generic;
4 | using System.Reflection;
5 | using Type = System.Type;
6 |
7 | namespace ScriptForge
8 | {
9 | public class SortingLayersWidget : ForgeWidget
10 | {
11 | public override GUIContent label
12 | {
13 | get
14 | {
15 | return ScriptForgeLabels.sortingLayersTitle;
16 | }
17 | }
18 |
19 | public override string iconString
20 | {
21 | get
22 | {
23 | return FontAwesomeIcons.SORT_AMOUNT;
24 | }
25 | }
26 |
27 | ///
28 | /// Gets the sorting order for this widget.
29 | ///
30 | public override int sortOrder
31 | {
32 | get
33 | {
34 | return LayoutSettings.SORTING_LAYERS_WIDGET_SORT_ORDER;
35 | }
36 | }
37 |
38 | ///
39 | /// The default name of this script
40 | ///
41 | protected override string defaultName
42 | {
43 | get
44 | {
45 | return "SortingLayers";
46 | }
47 | }
48 |
49 | ///
50 | /// Returns an array of all the valid layer names.
51 | ///
52 | ///
53 | private string[] GetValidSortingLayerNames()
54 | {
55 | List validSortingLayers = new List();
56 | // Sorting layers is hidden so we have to use reflection.
57 | Type internalEditorUtilityType = typeof(InternalEditorUtility);
58 | // Grab our static property.
59 | PropertyInfo sortingLayersProperty = internalEditorUtilityType.GetProperty("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic);
60 | // Get the string values.
61 | string[] sortingLayers = (string[])sortingLayersProperty.GetValue(null, new object[0]);
62 |
63 | // Loop over everyone and make sure they are not null or empty.
64 | for (int i = 0; i < sortingLayers.Length; i++)
65 | {
66 | string layerName = sortingLayers[i];
67 | layerName = layerName.Replace(' ', '_');
68 |
69 | if (!string.IsNullOrEmpty(layerName))
70 | {
71 | validSortingLayers.Add(layerName);
72 | }
73 | }
74 | return validSortingLayers.ToArray();
75 | }
76 |
77 | ///
78 | /// Invoked when this widget should generate it's content.
79 | ///
80 | public override void OnGenerate(bool forced)
81 | {
82 | if (ShouldRegnerate())
83 | {
84 | // Invoke the base.
85 | base.OnGenerate(forced);
86 | // Build the template
87 | SortingLayersTemplate generator = new SortingLayersTemplate();
88 | // Populate it's session
89 | CreateSession(generator);
90 | // Write it to disk.
91 | WriteToDisk(generator);
92 | }
93 | }
94 |
95 | ///
96 | /// Used to send our paths for our session.
97 | ///
98 | ///
99 | protected override void PopulateSession(IDictionary session)
100 | {
101 | // Create our base session
102 | base.PopulateSession(session);
103 | // Get our layers
104 | string[] sortingLayers = GetValidSortingLayerNames();
105 | // Set our session
106 | session["m_SortingLayers"] = sortingLayers;
107 | }
108 |
109 | ///
110 | /// Invoked when we are required to build a new hash code for our forge. All
111 | /// unique content should be converted to string and appending to the builder.
112 | ///
113 | protected override void PopulateHashBuilder(System.Text.StringBuilder hashBuilder)
114 | {
115 | base.PopulateHashBuilder(hashBuilder);
116 | // Add our layer names
117 | foreach (var layer in GetValidSortingLayerNames())
118 | {
119 | hashBuilder.Append(layer);
120 | }
121 | }
122 | }
123 | }
--------------------------------------------------------------------------------
/proj.unity/Assets/Script Forge/Editor/Widgets/ScenesWidget.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 | using System.Collections.Generic;
4 | using System.IO;
5 | using ScriptForge.Widgets.Components;
6 |
7 | namespace ScriptForge
8 | {
9 | [System.Serializable]
10 | [RequiredWidgetComponets(typeof(EnumComponent))]
11 | public class ScenesWidget : ForgeWidget
12 | {
13 | public override GUIContent label
14 | {
15 | get
16 | {
17 | return ScriptForgeLabels.scenesWidgetTitle;
18 | }
19 | }
20 |
21 | public override string iconString
22 | {
23 | get
24 | {
25 | return FontAwesomeIcons.PICTURE;
26 | }
27 | }
28 |
29 | ///
30 | /// Gets the sorting order for this widget.
31 | ///
32 | public override int sortOrder
33 | {
34 | get
35 | {
36 | return LayoutSettings.SCENES_WIDGET_SORT_ORDER;
37 | }
38 | }
39 |
40 | ///
41 | /// The default name of this script
42 | ///
43 | protected override string defaultName
44 | {
45 | get
46 | {
47 | return "Scenes";
48 | }
49 | }
50 |
51 | ///
52 | /// Returns a list of all the valid scenes that we want to include in our generated class.
53 | ///
54 | ///
55 | private string[] GetValidSceneNames()
56 | {
57 | List validScenes = new List();
58 | foreach (var scene in EditorBuildSettings.scenes)
59 | {
60 | // Make sure the scene exists on disk (this can happen if it was deleted)
61 | Object loadedScene = AssetDatabase.LoadAssetAtPath