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Workflows

SpaceCat edited this page May 26, 2024 · 1 revision

Implementation Workflow

Here I will go over the general workflow when creating an Implementation for a Unity Game. You don’t need to know this information if you’re just creating custom prefabs. For than go to <Custom Prefabs Workflow>

This API works off of Several "Registry/Manager" Classes that help keep things organized,

Base Registries/Managers

  • TemplateRegistry

This stores “Templates” which are the custom prefabs created in unity, these contain information/components regarding "CustomActions" and "States".

  • InstanceManager

This manages Instances of "Handlers", Allows you to create and instantiate custom prefabs into the unity scene.

Extras

  • AssetBundleRegistry

A self-managed AssetBundle Registry that helps load AssetBundles embedded or otherwise. This will be used along side with the SearchUtil's RelativeFind Methods to reference prefabs within AssetBundles for specific implementations.

  • CustomActionsRegistry

This stores "CustomActions" by a "UID", Allowing you to define a "Loose Reference" to a "CustomActions" In a "Template".

  • ProfileRegistry

Originally an implementation of a minimally readable profile system from one of my projects in Lethal Company, I would NOT RECOMMEND using this in its current state until I finally get around to properly reformatting it. But it should make "share codes" and config syncing a painless process. For now, you’ll have to use your own implementation.

  • TokenRegistry

Initially was a temporary implementation to track key-string utilizing callback actions. For use with config setups. Not really tested, use at your own discretion.

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