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A big library of basic tools that you might need in your Unity projects.

Base Tool

The perfect starter tool to put in your Unity projects!

Description

Installation

This tool is made for the Unity package manager and is available for Unity 2021 LTS and further.

How to install:

  • Go to Window > Package Manager ;
  • Click the plus button-dropdown on the top-left of the window ;
  • Select Add package from git URL ;
  • Paste this URL : https://github.com/DarkRewar/BaseTool.git
  • Or if you want to test the preview : https://github.com/DarkRewar/BaseTool.git#develop

Documentation

  1. Core
    • Setup Wizard
    • Dev Console
    • Injector
    • Cooldown
    • MonoSingleton
    • GameEvent
    • Class Extensions
    • Math Utils
    • Tree
    • Interfaces
  2. Movement
    • Components
    • Interfaces
  3. Shooter
    • Sample
    • Components
    • Interfaces
    • Weapon
  4. RPG [WIP]
  5. Roguelite [WIP]
  6. UI
  7. Editor
    • MinMaxAttribute
    • IfAttribute
    • IfNotAttribute

Core

Setup Wizard

By default, BaseTool include every modules in the project. Each module is an Assembly which can be enabled or disabled using the setup wizard.

To open the setup wizard, go to the topbar and open Window > BaseTool > Setup.

Core is the main module which is mandatory to let BaseTool work. Other modules are all optional. If you only want essential features, untick every modules.

setup_wizard

Dev Console

You can add/remove you own command to the Console by using :

BaseTool.Console.AddCommand("<command>", "<description>", MethodCallback);

BaseTool.Console.RemoveCommand("<command>");

Here is an implementation inside a MonoBehaviour:

using BaseTool;

public class AddCustomCommand : MonoBehaviour
{
    public void OnEnable()
    {
        Console.AddCommand("<my-command>", "<description>", Callback);
    }
    
    public void OnDisable()
    {
        Console.RemoveCommand("<my-command>");
    }

    private void Callback(ConsoleArguments args)
    {
        Console.Write($"Callback command with {args}");
    }
}

The command callback passes a ConsoleArguments as parameter. This is an handler to parse arguments from the command.

For example, the command mycommand test 99 -h -number 123 will parse arguments like :

args[0]; // test
args[1]; // 99
args["h"]; // null
args["number"]; // 123

// You can check if an argument exists
args.Exists("h"); // true

To toggle the dev console, press F4 key.

image

Injector

You can "automatically" retrieve your components by using the Injector.Process() method.

To get your Awake(), OnEnable(), Start() or anything else clean, you can add attributes upon fields and properties you want to retrieve. You can use one of those five attributes following their exact method:

  • GetComponent
  • GetComponents
  • GetComponentInChildren
  • GetComponentsInChildren
  • GetComponentInParent
using BaseTool;
using UnityEngine;

[RequireComponent(typeof(Rigidbody))]
public class MyComponent : MonoBehaviour
{
    [GetComponent, SerializeField]
    private Rigidbody _rigidbody;

    [GetComponent]
    public Rigidbody Rigidbody { get; private set; }

    [GetComponentInChildren]
    public Collider ChildCollider;

    [GetComponentsInChildren]
    public Collider[] ChildrenColliders;

    [GetComponentInParent]
    public Transform ParentTransform;

    void Awake() => Injector.Process(this);
}

Cooldown

Cooldown is a class that can be used to delay a call, action or whatever you want to do. You can directly check the Cooldown.IsReady boolean or subscribe to the Cooldown.OnReady event.

using BaseTool;
using UnityEngine;

public class MyComponent : MonoBehaviour
{
    [SerializeField]
    private Cooldown _cooldown = 2;

    void Start()
    {
        // Event method
        _cooldown.OnReady += OnCooldownIsReady;
    }

    void Update()
    {
        // In both way, you need to update the cooldown
        _cooldown.Update();

        // Update boolean check method
        if (_cooldown.IsReady)
        {
            _cooldown.Reset();
            // Do something when cooldown is ready
        }
    }

    private void OnCooldownIsReady()
    {
        // Do something when cooldown is ready
    }
}

MonoSingleton

You can create a singleton MonoBehaviour directly by inheriting from the MonoSingleton.

using BaseTool;

public class MyUniquePlayer : MonoSingleton<MyUniquePlayer>
{
    public int Life = 1;
}

public class GameManager : MonoBehaviour
{
    public void UpdatePlayerLife(int damages)
    {
        MyUniquePlayer.Instance.Life -= damages;
    }
}

Game Events

This feature allows you to create custom events using ScriptableObjects.

It is based upon three elements:

  • GameEvent which is the ScriptableObject that handle the event channel ;
  • GameEventTrigger which triggers the event on the channel ;
  • GameEventReceiver which processes actions when the event is triggered in the channel.

What is the purpose of this architecture? Well, it allows you to trigger multiple actions from only one trigger. For example: the player enters a zone of battle, it will close the door, spawn enemies and play the battle music.

Also, this is really useful for multi-scene game events. It is impossible to reference a gameobject from a scene to another. That's why subscribing to a SO GameEvent speed up development and let you interoperate events between runtime loaded scenes. For example: you have two loaded scenes in your level, the player passes a point that enables platforms in another scene.

You can totally inherit from those classes if you want to make custom game event, more specific or with alternate triggers.

GameEvent

In the Project window, right click in the folder you want to place the game event and then follow Create > BaseTool > Events > Game Event.

GameEventTrigger

This is the component you should use to trigger game events. It is recommended to use a Collider with this component because it depends on OnTriggerEnter() and/or OnCollisionEnter() Unity calls to work properly.

Property Type Description
Trigger Once bool If checked, this component will trigger the event only once.
Trigger Type GameEventTriggerType How the game event will be processed: Trigger, Collision or both.
Trigger Tags List<string> List of authorized tags that will trigger the event.
Game Event GameEvent The game event SO to trigger (optional).
Generic Events UnityEvent Additional callbacks that you can use (optional).

game_event_trigger.png

GameEventReceiver

This is the component you should use to process callbacks from a game event. You can add it on any elements you want, as long as the objects is active (to allow event subscription in the OnEnable() method).

Property Type Description
Game Event GameEvent The game event SO to listen to.
OnTriggered UnityEvent Additional callbacks that you can use (optional).

game_event_receiver.png

Class Extensions

This package contains many class extensions for mainly Unity primary classes. Here are the current extensions:

  • Camera Extensions
  • Color Extensions
  • List Extensions
  • Number Extensions
  • Random Extensions
  • String Extensions
  • Vector Extensions

Go to the full documentation : Class Extensions

Math Utils

Methods available from the MathUtils static class:

Modulo(int index, int count)

Because % is broken on C# when you want to get a negative modulo (e.g. you want the index -1 of an array), this method is a replacement of the symbol.

using BaseTool; 

MathUtils.Modulo(1, 5); // = 1
MathUtils.Modulo(6, 5); // = 1
MathUtils.Modulo(-1, 5); // = 4
MathUtils.Modulo(-3, 5); // = 2

Tree

A generic tree system following a parent/child link. Here is a following example based on a GameObject hierarchy (but would work for a file, UI or node hierarchy too).

using BaseTool;
using UnityEngine;

// Create a tree from a GameObject
Tree<GameObject> cameraTree = new(GameObject.Find("Camera"));
// Add a child to the camera tree
cameraTree.AddChild(GameObject.Find("WeaponRender"));

// Create a tree from a GameObject
Tree<GameObject> tree = new(GameObject.Find("Root"));
// Add a child from a GameObject
tree.AddChild(GameObject.Find("PlayerRender"));
// Add a tree to anothe tree
tree.AddChild(cameraTree);

tree.Parent; // = null
tree.Current; // = Root (GameObject)
cameraTree.Parent; // = tree (Tree<GameObject>)

foreach(Tree<GameObject> child in tree)
{
    child.Parent;
    child.Current;
    child.Children;
}

Interfaces

IDamageable

Interface used to expose a component that can take damages (from a hit, an attack or a fall).

public interface IDamageable
{
    public void TakeDamages(double damages);
}

Movement

The Movement module contains most of components used for movement, jump, camera rotation. You can enable it, if you want to create one of the following game archetype:

  • FPS
  • ~~TPS~~
  • Platformer
  • Arcade
  • ~~Top-down~~
  • ~~Twin-stick~~

By default, the Movement module is enabled but can be disabled in the Setup Wizard. This module is located under the BaseTool.Movement namespace.

Components

OldMovementInput

If you are not using the new input system, you can add this component on your player to quickly setup a player movement based on the old input system.

This component manages a IMovable and/or a IJumpable component ; if they are found, the inputs are processed and sent to the component.

FirstPersonController

This component manages a first-person view based on a GameObject/Camera hierarchy. In this kind a architecture, the component is placed at the root of the player object hierarchy. Then, the Camera is under, as a child. The FirstPersonController references the camera, using GetComponentInChildren or referencing it from the inspector.

first_person_structure

Caution : this component requires a Rigidbody to work properly and is not using the Unity CharacterController.

SideViewController

A light side-view controller. It only manages the movement of the object. The architecture is quite simple, you need to add this component on the element that can move, on its root (recommended).

JumpController

This component allows any object to jump, with a quick setup.

jump_controller

Property Description
Rigidbody The Rigidbody of the jumpable element.
Jump Force The velocity to apply when the element needs to jump.
Fall Multiplier The velocity multiplier when the element is falling.
Jump Count The number of allowed jumps.
Ground Mask The LayerMask to check when the element touches the ground.
Ground Check Offset The Vector3 offset if your collision check is not on the ground.
Ground Check Size The radius of the collision check.
Coyote Effect Delay The delay of the coyote effect ; the time allowed to the element to jump even if it is not on the ground anymore.

Interfaces

IMovable

This interface can be use to expose a component as a moving object. It is used to send movement inputs. See OldMovementInput and FirstPersonController for more information.

public interface IMovable
{
    void Move(Vector2 move);

    void Rotate(Vector2 rotation);
}

IJumpable

This interface can be use to expose a component as a jumping object. It is used to send jump inputs. See OldMovementInput and FirstPersonController for more information.

public interface IJumpable
{
    public bool CanJump { get; }

    public void Jump();
}

Shooter

The Shooter module contains most of components used for weapons related games. You can enable it, if you want to create one of the following game archetype:

  • FPS
  • TPS
  • Arcade shooter
  • Looter shooter
  • RTS

By default, the Shooter module is enabled but can be disabled in the Setup Wizard. This module is located under the BaseTool.Shooter namespace.

Sample

The package include a shooter sample project using most of the primary components to begin creating a FPS game.

Components

OldShootInput

Simple component that handles input (from the old input system) and calls IShootable shoot and reload methods. It could be used with the ShootController component as well.

ShootController

This component can be added from the AddComponent menu by following BaseTool > Shooter > Shoot Controller. It implements IShootable and IShootController interfaces.

It authorizes a GameObject to use a shoot logic and send shoot and reload informations to other components.

WeaponController

This component can be added from the AddComponent menu by following BaseTool > Shooter > Weapon Controller.

It is used to update, instantiate and swap weapons.

WeaponSwitcher

This component can be added from the AddComponent menu by following BaseTool > Shooter > Weapon Switcher.

WeaponProjectile

This component can be added from the AddComponent menu by following BaseTool > Shooter > Weapon Projectile.

It is used to add the projectile behaviour on a GameObject. This is for weapon purpose ; if a weapon must shoot projectiles instead of a raycast, the GameObject must have this component.

Interfaces

IShootable

This interface must be used on a component that can shoot. E.g. the player or enemies. It forces the implementation of shooting and reloading method.

public interface IShootable
{
    public bool CanShoot { get; }
    public void ShootPressed();
    public void ShootReleased();
    public void Reload();
}

IShootController

This interface must be used by a component that declares and exposes its shooting callbacks. It is not mandatory but allows other components to understand that some logics could be executed in the shoot process. For example, when you want a component that triggers animations when it shoots.

public interface IShootController
{
    public event Action OnStartShoot;
    public event Action OnStopShoot;
    public event Action OnReload;
}

Weapon

Weapon

This is the main object used for every weapons. You can create any type of weapon using this base. To create a new one, right click in your project window, then Create > BaseTool > Shooter > Weapon.

WeaponCategory

This object refers to a category that could be assigned to a weapon. It is used to sort weapons or identify ammos. To create a new one, right click in your project window, then Create > BaseTool > Shooter > Weapon Category.

RPG

[still in development]

Roguelite

[still in development]

UI

[coming soon]

Editor

MinMaxAttribute

This attribute allows you to put a slider range for a value in the inspector. It is used to create a range using Vector2.

min_max_attribute

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    [MinMax(0, 20)]
    public Vector2 MinMaxTest = new(5, 15);

    public bool IsValueInRange(float value) => 
        value.IsBetween(MinMaxTest.x, MinMaxTest.y);
}

IfAttribute

This attribute can display its property from inspector only if condition is checked.

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    public bool UseProjectile = true;

    [If(nameof(UseProjectile))]
    public GameObject ProjectilePrefab;
}

IfNotAttribute

This attribute can hide its property from inspector only if condition is checked.

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    public bool UseRaycast = true;

    [IfNot(nameof(UseRaycast))]
    public GameObject ProjectilePrefab;
}