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In here, we will cover all parts of the library with detailed explanations and examples. This project was made entirely by WaitWhatWolf, the owner of WarWolfWorks over the course of around 1.5 years.
The important note to keep in mind is that most pages are designed to teach you the basics of all systems, and they will not cover every possible scenario and use of a system/class.
The WarWolfWorks library is a Unity extension/plugin (some parts aren't Unity exclusive, such as the CTS System for example, which can be used outside of Unity) which is used to drastically reduce the boilerplate usually met when creating a new project, as well as provide general utility to help you throughout your development cycle.
Currently, the WarWolfWorks library's key points are:
- Full-Fledged Entity system(Code-named Nyu Entities): An Entity system to make your game's code as reusable and reliable as possible, with pre-made systems like NyuMovement2D/3D, NyuAttack, NyuHealth, etc...
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Customizable input system: Named under the static class
DefaultKeys
, it is a Input-detection system which works exactly like Unity's Input class, with the difference being that input is drawn from a string value, where the string value is assigned with a keycode. All string entries are customizable through the Unity Editor by going into the WarWolfWorks>Settings menu on the DefaultKeys tab, or through code. -
AdvancedDebug: AdvancedDebug (as it's name suggests) is an advanced version of the Debug class, which is customizable through the Unity Editor in the WarWolfWorks>Settings menu under the AdvancedDebug tab. It includes layer-based debugging, colored messages (for log, logwarning and logerror), as well as utility methods like
AdvancedDebug.LogException(Exception e)
. - Hooks: Hooks is a static class with over 350 methods and properties for utility, with most of them being segregated into nested classes. (All classes are: Random, Streaming, RijndaelEncryption, LocalEncryption, Ciphers, Cursor, Enumeration, Vectors, RPhysics, WWWMath, Disappointment, Rendering, Text and Colors)
- CTS: A save/load system, which is independent of Unity and the WarWolfWorks library, meaning that you can use this system even if you don't use unity.
First, you need to clone the depository, then copy the "Plugins" folder, and paste it inside your project's Assets folder; Once you have done that, Unity will start compiling for up to a minute.
That's it! You can now use the WarWolfWorks library as you see fit!