Mount to Database
This is a C# script with some dependencies on Unity and Atavism libraries. The script defines several classes and an enum that can be used in a Unity game development project.
First, the script imports several necessary libraries:
System
: a basic .NET library.System.Collections
andSystem.Collections.Generic
: these libraries provide access to collection classes such as arrays, lists, dictionaries, and stacks.UnityEngine
: the Unity engine library.UnityEditor
: the Unity editor library.global::Atavism
: the Atavism game engine library.
Next, the script defines a namespace HNGamers.Atavism
that contains several classes:
MountPrefabHolder
: a serializable class that represents a mount prefab in the game. It has four public properties:id
(an integer),name
(a string),prefab
(a string), andicon
(a string).AtavismEffectOverride
: a subclass ofAtavismEffect
(a class from the Atavism library) that represents a mount effect override. It has one public property:thisPrefab
(a GameObject).MountBaseType
: an enum that represents the type of mount base. It has three values:Ground
(-1),Swimming
(0), andFlying
(1).MountToDatabaseSystem
: a MonoBehaviour class that contains several public properties and methods for managing mount prefabs in the game.
The public properties of MountToDatabaseSystem
are:
statIndex
: an integer that represents the index of the mount stat.foldersToProcess
: a list of UnityEngine.Object objects that represent the folders to process.rows
: a list of dictionaries that represent the rows in the database.displayList
: a list of strings that represent the items to display.displayKeys
: a list of integers that represent the keys to display.AtavismItemList
: a list ofAtavismEffectOverride
objects that represent the mount items in the game.AtavismItemNotInDatabase
: a list ofAtavismEffectOverride
objects that represent the mount items not in the database.AtavismItemInDatabase
: a list ofAtavismEffectOverride
objects that represent the mount items in the database.AtavismItemMissing
: a list of strings that represent the mount items missing in the game.mountBaseType
: aMountBaseType
enum that represents the mount base type.mountSpeedIncrease
: an integer that represents the mount speed increase.statOptions
: an array of strings that represent the mount stat options.PrefabHolderList
: a list ofMountPrefabHolder
objects that represent the mount prefab holder list.PrefabHolderData
: a dictionary ofint
keys andMountPrefabHolder
values that represent the mount prefab holder data.
Note that some of these properties are marked with [HideInInspector]
attribute, which hides them in the Unity editor.
Overall, this script provides a foundation for creating a mount system in a Unity game with Atavism engine, including managing mount prefabs, mount effects, and mount stats.
In addition to the public properties, MountToDatabaseSystem
also has several private methods that are not visible outside the class:
Awake()
: a Unity method that is called when the script is initialized. It initializes some of the public properties.Start()
: a Unity method that is called when the script starts. It initializes thestatOptions
array and populates thePrefabHolderData
dictionary with data fromPrefabHolderList
.OnGUI()
: a Unity method that is called when the GUI is updated. It provides the GUI for managing mount prefabs, mount effects, and mount stats.CheckDatabase()
: a method that checks the Atavism database for mount effects and adds them to theAtavismItemInDatabase
list.CreateItem(string itemID, GameObject prefab)
: a method that creates a mount effect override and adds it to theAtavismItemList
list.LoadMountPrefabs()
: a method that loads mount prefabs from the specified folders and adds them to thePrefabHolderList
list.UpdatePrefabHolderData()
: a method that updates thePrefabHolderData
dictionary with data fromPrefabHolderList
.
Finally, the script also defines a namespace HNGamers
that contains the Atavism
namespace. This is likely a custom namespace specific to the game being developed.
Note that some parts of the script are wrapped in preprocessor directives, specifically #if UNITY_EDITOR
and #endif
. This means that the code inside these directives will only be compiled if the Unity editor is being used, and will not be included in the final build of the game. This is a common technique used in Unity game development to separate editor-specific code from code that runs in the game itself.
The using global::Atavism
statement at the top of the script uses the global
keyword to access the Atavism
namespace that is defined in an external assembly or library. This is necessary because the Atavism
namespace is defined outside of the current project.
The Serializable
attribute applied to the MountPrefabHolder
class allows instances of the class to be serialized and deserialized for storage and retrieval.
The MountToDatabaseSystem
class inherits from the MonoBehaviour
class, which is the base class for all Unity scripts that are attached to game objects. This class provides a foundation for managing the mount prefabs, effects, and stats in the game, and can be attached to a game object to provide these functionalities.
The script includes public fields and properties that can be used to manage the mount prefabs, effects, and stats. For example, the mountSpeedIncrease
property can be used to adjust the speed of a mount in the game.
The script also defines several lists and dictionaries that can be used to store and retrieve data related to mount prefabs, effects, and stats. For example, the AtavismItemInDatabase
list stores mount effects that are already in the Atavism database, while the AtavismItemNotInDatabase
list stores mount effects that have not yet been added to the database.
Overall, this script provides a foundation for managing mount prefabs, effects, and stats in a Unity game with Atavism engine, and can be customized and extended to fit the specific needs of the game being developed.
The Awake()
method is called when the script is initialized, and it sets the default value for some public fields, such as statIndex
, mountBaseType
, and mountSpeedIncrease
. It also initializes the foldersToProcess
list with an empty list.
The Start()
method is called when the script is first enabled, and it initializes the statOptions
array with a single value ~ none ~
. It then iterates over each item in the PrefabHolderList
, adds the id
and the corresponding MountPrefabHolder
object to the PrefabHolderData
dictionary.
The OnGUI()
method is responsible for drawing the graphical user interface (GUI) that allows the user to manage mount prefabs, effects, and stats. It creates a scrollable area for displaying the current mount effects and prefabs, and provides buttons for adding new effects and prefabs.
The CheckDatabase()
method queries the Atavism database for existing mount effects and adds them to the AtavismItemInDatabase
list. This method can be called by other methods to ensure that the list of mount effects is up-to-date.
The CreateItem()
method is responsible for creating a new AtavismEffectOverride
object and adding it to the AtavismItemList
list. This method takes an itemID
parameter and a prefab
parameter, which represent the ID of the mount effect and the corresponding mount prefab, respectively.
The LoadMountPrefabs()
method loads mount prefabs from the folders specified in the foldersToProcess
list and adds them to the PrefabHolderList
list. It first clears the current list and then iterates over each folder in the foldersToProcess
list. For each folder, it loads all the prefabs in the folder and adds them to the PrefabHolderList
list.
The UpdatePrefabHolderData()
method updates the PrefabHolderData
dictionary with the latest data from the PrefabHolderList
list. It first clears the dictionary and then iterates over each item in the PrefabHolderList
, adding the id
and the corresponding MountPrefabHolder
object to the dictionary.
Overall, this script provides a solid foundation for managing mount prefabs, effects, and stats in a Unity game with Atavism engine. Developers can extend and customize this script to fit the specific needs of their game.
It’s worth noting that the MountToDatabaseSystem
class is a custom class that is not part of the Unity or Atavism engine. It’s likely that this script was created by the developers of a specific game to provide additional functionality for managing mount prefabs, effects, and stats in that game.
Developers can modify and extend this script to add or remove functionality as needed. For example, they could add additional public fields to represent new mount stats, or modify the CreateItem()
method to perform additional actions when creating a new mount effect override.
It’s also worth noting that this script includes preprocessor directives (#if UNITY_EDITOR
and #endif
) that limit the scope of certain code blocks to the Unity editor environment. This is a common technique in Unity game development to separate editor-specific code from code that is intended to run in the final game.
Finally, the script is organized into namespaces to help avoid naming conflicts with other code in the project. The HNGamers
namespace is a custom namespace that likely belongs to the developers of the game, while the Atavism
namespace belongs to the Atavism engine.
By organizing the code into namespaces, developers can use the same class or variable names in different parts of the project without causing conflicts.
In summary, this script provides a solid foundation for managing mount prefabs, effects, and stats in a Unity game with Atavism engine. Developers can modify and extend the script to fit the specific needs of their game, and the use of namespaces helps avoid naming conflicts with other code in the project.
One more thing to note is that the Serializable
attribute on the MountPrefabHolder
class indicates that instances of the class can be serialized, which means they can be stored and retrieved as binary data. This is useful for saving and loading game data, as well as for transmitting data over a network.
The MountToDatabaseSystem
class inherits from MonoBehaviour
, which means it can be attached to a game object in a Unity scene. This allows developers to configure the mount system using the Unity editor and to interact with the mount system at runtime.
The script also defines several public lists and dictionaries that are used to store and manage data related to mount prefabs, effects, and stats. For example, the AtavismItemList
list contains all the mount effect overrides in the game, while the PrefabHolderList
list contains all the mount prefabs and their associated data.
Overall, this script provides a useful foundation for managing mounts in a Unity game with Atavism engine. It can be extended and customized to meet the specific needs of the game being developed, and can help simplify the process of managing mounts and their associated data.
Another thing to note is that the mountBaseType
property is an enum of type MountBaseType
, which represents the type of mount base. The MountBaseType
enum has three possible values: Ground
, Swimming
, and Flying
. This allows developers to define different types of mounts based on their movement capabilities and other characteristics.
The script also includes a variety of methods for loading and managing mount data. For example, the LoadMountPrefabs()
method loads mount prefabs from the specified folders and adds them to the PrefabHolderList
list. The CreateItem()
method creates a new AtavismEffectOverride
object and adds it to the AtavismItemList
list.
These methods, along with others, help simplify the process of managing mount data and can help developers create a more efficient and streamlined system for managing mounts in their game.
Overall, this script is a useful starting point for developers looking to create a mount system in a Unity game with Atavism engine. By customizing and extending this script, developers can create a mount system that fits the specific needs of their game, and can help simplify the process of managing mounts and their associated data.
The CheckDatabase()
method is another important part of the script. This method queries the Atavism database for existing mount effects and adds them to the AtavismItemInDatabase
list. By doing this, the method ensures that the list of mount effects is up-to-date and includes all effects that have been defined in the database.
This method can be called by other methods to ensure that the list of mount effects is up-to-date. For example, when a new mount prefab is added to the game, the CreateItem()
method can call CheckDatabase()
to ensure that the list of mount effects includes the new effect.
The script also includes a variety of public properties that can be used to configure the mount system. For example, the mountSpeedIncrease
property can be used to adjust the speed of a mount in the game, while the statOptions
array can be used to define different mount stats.
By providing these properties, the script allows developers to customize and extend the mount system to meet the specific needs of their game.
Overall, this script is a powerful tool for managing mount data in a Unity game with Atavism engine. Developers can use this script as a starting point for creating a robust and efficient mount system, and can customize and extend the script to meet the specific needs of their game.
In addition to the methods and properties already mentioned, the script also includes a few more features that are worth noting:
- The
displayList
anddisplayKeys
lists are used to display the current mount effects and prefabs in the GUI. These lists are updated when a new effect or prefab is added to the system, and are used to provide an overview of the current state of the mount system. - The
AtavismItemMissing
list is used to store the names of mount effects that are missing from the Atavism database. This list is populated by theCheckDatabase()
method and can be used to identify missing effects that need to be added to the database. - The
Awake()
method initializes thefoldersToProcess
list with an empty list. This list can be populated with the paths to folders that contain mount prefabs, allowing theLoadMountPrefabs()
method to load the prefabs automatically. - The
UpdatePrefabHolderData()
method clears thePrefabHolderData
dictionary and then updates it with the latest data from thePrefabHolderList
list. This method is called whenever a new mount prefab is added to the system or when the data for an existing prefab is updated. - The
statOptions
array is used to define different mount stats. This array can be customized to include additional stats that are specific to the game being developed.
By including these features, the script provides a comprehensive and flexible system for managing mount data in a Unity game with Atavism engine.
Overall, this script is a powerful tool for developers looking to create a robust and efficient mount system in their game. By customizing and extending this script, developers can create a mount system that meets the specific needs of their game and helps to simplify the process of managing mounts and their associated data.
One more feature of the script worth noting is the AtavismEffectOverride
class. This class inherits from the AtavismEffect
class, which is part of the Atavism engine, and adds a new thisPrefab
property.
The AtavismEffect
class represents an effect that can be applied to a game object, and the AtavismEffectOverride
class allows developers to override the default behavior of a mount effect by providing a custom prefab to be used instead.
This is useful for cases where a developer wants to use a custom mount prefab that is not included in the Atavism engine or when a developer wants to modify the behavior of an existing mount effect.
By including the AtavismEffectOverride
class in the script, the script provides a powerful way to manage the behavior of mount effects and allows developers to create custom mount behavior that fits the specific needs of their game.
Overall, this script is a comprehensive and powerful tool for managing mount data in a Unity game with Atavism engine. It provides a solid foundation for managing mount prefabs, effects, and stats, and can be customized and extended to meet the specific needs of the game being developed.