Changes
New UI Components
-
Add
UIOwningAmmoAmount
component, which will set an event to updateUIAmmoAmount
when owning character's data which relates to weapon ammo amount changes. So we could attach this component to the same game object withUIAmmoAmount
which intended to show ammo amount of character which player controls, and we also won't have to set theUIAmmoAmount
toUISceneGameplay
->uiAmmoAmount
field to set an event. -
Add
UIOwningCharacter
component, which will set an event to updateUICharacter
when owning character's data which relates to character changes. So we could attach this component to the same game object withUICharacter
which intended to show information of character which player controls, and we also won't have to set theUIOwningCharacter
toUISceneGameplay
->uiCharacters
field to set an event. -
Add
UIOwningEquipItems
component, which will set an event to updateUIEquipItems
when owning character's data which relates to character's equip items changes. So we could attach this component to the same game object withUIEquipItems
which intended to show equip items of character which player controls, and we also won't have to set theUIOwningEquipItems
toUISceneGameplay
->uiCharacterEquipItems
field to set an event. -
Add
UIOwningHotkeys
component, which will set an event to updateUICharacterHotkeys
when owning character's data which relates to character's hotkeys changes. So we could attach this component to the same game object withUICharacterHotkeys
which intended to show hotkeys of character which player controls, and we also won't have to set theUIOwningHotkeys
toUISceneGameplay
->uiCharacterHotkeys
field to set an event. -
Add
UIOwningNonEquipItems
component, which will set an event to updateUINonEquipItems
when owning character's data which relates to character's non-equip items changes. So we could attach this component to the same game object withUINonEquipItems
which intended to show non-equip items (inventory items) of character which player controls, and we also won't have to set theUIOwningNonEquipItems
toUISceneGameplay
->uiCharacterNonEquipItems
field to set an event. -
Add
UIOwningQuests
component, which will set an event to updateUICharacterQuests
when owning character's data which relates to character's quests changes. So we could attach this component to the same game object withUICharacterQuests
which intended to show quests of character which player controls, and we also won't have to set theUIOwningQuests
toUISceneGameplay
->uiCharacterQuests
field to set an event. -
Add
UIOwningSkills
component, which will set an event to updateUICharacterSkills
when owning character's data which relates to character's skills changes. So we could attach this component to the same game object withUICharacterSkills
which intended to show skills of character which player controls, and we also won't have to set theUIOwningSkills
toUISceneGameplay
->uiCharacterSkills
field to set an event. -
Add
UIOwningStorageItems
component, which will set an event to updateUICharacterStorageItems
when owning character's data which relates to character's storage items changes. So we could attach this component to the same game object withUICharacterStorageItems
which intended to show storage items of character which player controls, and we also won't have to set theUIOwningStorageItems
toUISceneGameplay
->uiCharacterStorageItems
field to set an event. -
Add
UIOwningSummons
component, which will set an event to updateUICharacterSummons
when owning character's data which relates to character's summons changes. So we could attach this component to the same game object withUICharacterSummons
which intended to show summoned monsters of character which player controls, and we also won't have to set theUIOwningSummons
toUISceneGameplay
->uiCharacterSummons
field to set an event. -
Add
UIToggler
component, can attach to any game object which always active to toggle the UI by defined key. It's alternative ofUISceneGameplay
->toggleUis
. -
Add
UIBlockController
component, can attach to UIs which will block controls while one of them is showing. So while one of block controller UI is showing, player won't be able to control character (made to work withShooterPlayerCharacterController
only for now). It's alternative ofUISceneGameplay
->blockControllerUis
. -
Add
ReloadButtonActivator
component, set reload virtual joystick toactivateObjects
to make it activate while character equip weapon which can reload and dectivate while character equip weapon which cannot reload.
New Components
-
Add
CharacterAlignOnGround
component which will align character animation on ground slope, attach it to your horse entity then set skinned mesh's root bone's transform torootBoneTransform
field.
Bugs Fixes
-
Fix missing
using TMPro;
inGenericUtils
. -
Fix
NpcDialogConditionData
not being saved. -
Fix
WeaponItem
->EquipType
its value is invalid. -
Fix
UIArmorAmounts
not update correctly when un-equip an items. -
Fix
UIAttributeAmounts
not update correctly when un-equip an items. -
Fix
UIDamageElementAmounts
not update correctly when un-equip an items. -
Fix
UIResistanceAmounts
not update correctly when un-equip an items. -
Fix
ShooterPlayerCharacterController
find entities in front of owning character incorrectly. -
Fix
HarvestableEntity
multiple respawning when it destroy. -
Fix
HarvestableEntity
multiple triggerOnHarvestableDestroy
event when it destroy. -
Fix
BuildingEntity
multiple triggerOnBuildingDestroy
event when it destroy. -
Fix
PlayerCharacterController
do action on target (activate building, NPC and so on) repeatly. -
Fix
AnimatorCharacterModel
playing action/cast skill incorrectly by addactionStateNames
andcastSkillStateNames
settings to force it play action animation and cast skill animation by state name. For developer who made custom animator controller forAnimatorCharacterModel
, please read Note section.
Improvements
-
Add
onActivateBuilding
event toBasePlayerCharacterController
, developer may add event to the action with dev extension to do something when activate custom buildings. -
Add
onBuildingConstruct
event toBuildingEntity
, which will trigger when building just constructed. -
Add
applyJumpForceMode
andapplyJumpForceFixedDuration
settings toLegacyRigidBodyEntityMovement
andRigidBodyEntityMovement
.applyJumpForceFixedDuration
will be used whileapplyJumpForceMode
isApplyAfterFixedDuration
to apply jump force after define duration. WhileapplyJumpForceMode
isApplyAfterJumpDuration
it will apply jump force after played jump animation. -
Add play clip speed rate settings to
AnimatorCharacterModel
andAnimationCharacterModel
. For developer who made custom animator controller forAnimatorCharacterModel
, please read Note section. -
Add amount to
CraftItem
, min value is 1, so when it was <= 0 it will set to 1. -
Add function to get value of cached attribute, skill, resistance, armor, increase damage and equipment set easier to
CharacterDataCache
. - Draw entity bounds when select the entity only.
-
Move avatar mask named
TopMask
from Demo folder to CORE's resource. - Improve find ground function for drop item and spawn entities.
Note
-
For developer who made custom animator controller for
AnimatorCharacterModel
, you have to addHurtSpeedMultiplier
(float, default = 1.0) and set it to hurt state -> speed multiplier. AddDeadSpeedMultiplier
(float, default = 1.0) and set it to dead state -> speed multiplier. AddJumpSpeedMultiplier
(float, default = 1.0) and set it to jump state -> speed multiplier. AddFallSpeedMultiplier
(float, default = 1.0) and set it to fall state -> speed multiplier. AddPickupSpeedMultiplier
(float, default = 1.0) and set it to pickup state -> speed multiplier. Other than this, you have to set action and cast skill state names for each layers toactionStateNames
andcastSkillStateNames
settings.