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# 游戏项目字典 Project Dictionary
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**项目:草原解谜游戏(暂定)**
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版本:v1.0 | 最后更新:2026-03-13
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# Project Dictionary
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**Project: Don't Wake Up My Dream (working title)**
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Version: v1.3 | Last updated: 2026-03-14
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---
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## 使用说明
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## How to Use
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> 每次新对话开头,将本文档与《协作规范文档》一起粘贴给 Claude。
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> 本文档记录项目中所有概念的精确定义,是 Claude 理解这个项目的唯一参考。
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> 发现定义不准确或需要新增概念时,告诉 Claude 更新对应条目并升级版本号。
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> At the start of every new conversation, paste this document along with the **Collaboration Spec** into AI.
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> This dictionary is a **quick reference** — it gives AI enough context to understand and use components correctly. For full detail, search the source file by component name in the project.
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> The dictionary is a work-in-progress and does not cover all concepts. Always treat the most recently provided version as current.
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> When a definition is incomplete or a new concept needs adding, tell AI to update the entry and bump the version number.
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---
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## 本次对话目标
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## Conversation Goal
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> 请在开头告诉 Claude 本次要做什么,例如:
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> - "继续补充字典,今天讲 XXX"
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> - "字典已够用,帮我做新关卡:XXX"
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> - "修改关卡 XXX 的逻辑:XXX"
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> Tell AI what this session is for, e.g.:
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> - "Continue building the dictionary — today we're covering XXX"
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> - "Dictionary is ready, help me build a new level: XXX"
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> - "Modify the logic of level XXX: XXX"
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---
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## 字典内容
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## Entry Template
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*(待本次对话补充)*
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### `ComponentName`
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**Type:** [Input / Logic / Visual / Audio / UI / Data / Manager / Utility / Base]
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One-sentence summary of what it does.
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**Properties**
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- `prop` — what it controls
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**Events**
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- `OnEventName` — when it fires
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**Methods**
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- `MethodName(params)` — what it does
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**[Optional — only if relevant]**
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**Freeze** — freeze behavior
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**Virtual** — programmatic trigger behavior
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**Relation:** `CustomComponentA`, `CustomComponentB`
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*(Only list custom project components, not Unity built-ins)*
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---
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*配套文档:《游戏协作规范文档 v1.0》*
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## Dictionary Entries
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### `MyMonoBehaviour`
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**Type:** Base Component
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Base class for all custom components. Provides pause, timing, coroutine, and delay utilities.
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**Properties**
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- `paused` — pause state
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- `directorUpdateMode` — GameTime, UnscaledGameTime, or Manual
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**Methods**
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- `Pause()` / `Resume()`
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- `New_WaitForSeconds(float)` — pause-aware wait
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- `DelayActionCall(float, Action)` — delayed action
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- `NextFrameActionCall(Action)` — next frame action
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- `DestoryGameObject(GameObject)` / `DestoryAllChildren(GameObject)`
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---
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### `TouchEventTrigger`
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**Type:** Input Component
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Detects touch on a 2D collider. Fires events when touch begins or is released. Tracks one touch at a time.
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**Properties**
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- `triggerOnMoving` — also triggers on finger slide in/out
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- `group` — for batch freeze/unfreeze
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- `touchPosTarget` — GameObject that follows touch in world space
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**Events**
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- `OnTouchBeganEvent` — on touch begin
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- `OnReleaseBeganEvent` — on touch release
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**Freeze** — `AddFreeze()` blocks all input and force-releases. `AddFreezeByGroup(group)` for group-level freezing.
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**Virtual** — `TouchBeganDirectly()` / `OnVirtualTouched()` trigger without a real finger.
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**Relation:** `Canvas`, `Helper`, `GameObjectValue`, `MyMonoBehaviour`
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---
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### `ActiveEventTrigger`
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**Type:** Logic Component
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Manages activation/deactivation events with enable types (Solo, Mutual, Sync). Triggers events on lifecycle callbacks.
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**Properties**
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- `enableType` — Solo, Mutual, Sync, or None
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- `initState` — Default, Disabled, or Enabled
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- `groupTag` — group identifier for mutual triggers
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- `autoDeactived` — auto deactivate after trigger
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**Events**
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- `OnAwakeTriggerEvent` / `OnStartTriggerEvent`
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- `OnEnableTriggerEvent` / `OnDisableTriggerEvent`
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- `OnDestroyTriggerEvent`
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**Relation:** `MyMonoBehaviour`, `GameObjectFreezable`
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---
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### `AudioEventTrigger`
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**Type:** Audio Component
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Plays audio clips (SFX, BGM, Voice) with volume, looping, timeline binding, and percentage-based event triggers.
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**Properties**
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- `type` — 0: SFX, 1: BGM, 2: Voice
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- `startOnAwake` — auto play on awake
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- `clipList` — list of AudioScriptableObject
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- `minVolume` — minimum volume clamp
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- `playPercents` — trigger percentage (0–1)
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**Events**
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- `OnAudioPercentTrigger` — fires at playPercents
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- `OnAudioBeganTrigger` — fires when audio starts
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- `OnAudioEndTrigger` — fires when audio ends
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**Relation:** `AudioScriptableObject`, `GlobalObject`, `Helper`
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---
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### `CollideEventTrigger`
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**Type:** Input Component
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Detects 2D collision/trigger events. Supports tag filtering, target objects, and root-based detection.
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**Properties**
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- `TriggerType` — Default, Center, or Whole
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- `colliderTag` — tag to filter collisions
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- `target` — specific target GameObject
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- `root` — parent root for filtering
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- `TriggerOnceForTheSameTag` — only trigger once per tag
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**Events**
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- `OnEnterEvent` / `OnExitEvent` / `OnStayEvent`
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**Methods**
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- Delegates: `delegateOnTriggerEnter2D`, `delegateOnTriggerExit2D`, `delegateOnTriggerStay2D`
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- Delegates: `delegateOnCollisionEnter2D`, `delegateOnCollisionExit2D`, `delegateOnCollisionStay2D`
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**Relation:** `MyMonoBehaviour`, `GameObjectFreezable`
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---
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### `ConfineToCollider2D`
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**Type:** Utility Component
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Confines a GameObject's position within a collider or screen bounds. Fires events on border enter/exit.
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**Properties**
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- `targetCollider` — collider to confine within (optional, uses screen bounds if null)
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- `debugInEditor` — show gizmos in edit mode
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**Events**
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- `OnEnterBorder` — fires when object enters border
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- `OnExitBorder` — fires when object exits border
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---
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### `GameObjectFollower`
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**Type:** Utility Component
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Makes a GameObject follow a target Transform with offset. Supports rotation following and speed-based scaling.
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**Properties**
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- `target` — target Transform to follow
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- `offset` — position offset
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- `force` — rotation follow force
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- `enableSpeedScale` — scale based on movement speed
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- `speedThrethold` — speed threshold for scaling
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**Relation:** `MyMonoBehaviour`
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---
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### `GameObjectFreezable`
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**Type:** Utility Component
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Adds freeze/unfreeze functionality to any GameObject. Supports group-based freezing.
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**Properties**
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- `group` — freeze group name
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**Events**
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- `OnFreezed` — fires when frozen
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- `OnNotFreezed` — fires when unfrozen
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**Methods**
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- `AddFreeze()` / `RemoveFreeze()` / `ClearFreeze()`
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- `AddFreezeByGroup(group)` / `RemoveFreezeByGroup(group)`
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**Relation:** `MyMonoBehaviour`
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---
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### `GameObjectOperation`
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**Type:** Logic Component
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Evaluates mathematical formulas using NCalc. Computes results from GameObjectValue inputs.
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**Properties**
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- `formula` — NCalc formula string
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- `computePerFrame` — recompute every frame
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- `result` — output GameObjectValue
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- `valueList` — input GameObjectValue list
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**Methods**
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- `length(vector)`, `add(v1,v2)`, `sub(v1,v2)`, `cross(v1,v2)` — built-in formula functions
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**Relation:** `GameObjectValue`
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---
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### `GameObjectRecorder`
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**Type:** Utility Component
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Records and replays Transform data. Supports interval-based recording and playback speed control.
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**Properties**
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- `transformToRecordReplay` — target Transform
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- `manual` — manual recording mode
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- `playmode` — replay mode
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- `replaySpeed` — playback speed multiplier
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- `recordInterval` — recording interval
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**Methods**
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- `StartRecording()` / `StopRecording()`
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- `StartReplay()` / `StopReplay()`
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- `AddRecord()` — add single record in manual mode
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---
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### `GameObjectSetter`
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**Type:** Utility Component
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Sets Transform, Rigidbody2D, and renderer properties. Supports position, rotation, scale, parent, velocity, and active state.
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**Properties**
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- `positionOffset` — position offset
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- `initPostion` — initial position (Left, Right, Top, Bottom, Center, Any)
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**Events**
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- `OnStart` / `OnSetPosition` / `OnSetRotation` / `OnSetLocalScale` / `OnSetParent`
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**Methods**
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- `SetPosition(Transform/Vector3/GameObjectValue)`
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- `SetRotation(Transform)` / `SetLocalScale(Transform/GameObjectValue)`
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- `SetParent(Transform)` / `SetActive(GameObjectValue)`
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- `SetRigidBody2DVelocity(Vector3/GameObjectValue)`
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**Relation:** `MyMonoBehaviour`, `GameObjectValue`
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---
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### `GameObjectShake`
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**Type:** Visual Component
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Shakes a GameObject with rotation or translation. Supports normal and unscaled time.
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**Properties**
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- `duration` / `frequence` / `magnitude` — shake parameters
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- `target` — target to shake (defaults to self)
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- `shakeType` — Rotate or Translate
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- `UpdateMode` — Normal or UnscaledTime
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**Events**
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- `OnTriggerBegin` / `OnTriggerEnd`
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**Methods**
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- `Shake()` — shake with default values
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- `Shake(duration, frequence, magnitude)` — shake with custom values
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**Relation:** `MyMonoBehaviour`
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---
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### `GameObjectTrigger`
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**Type:** Logic Component
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Triggers a UnityEvent with configurable timing (Immediate, NextFrame, Delay).
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**Properties**
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- `triggerTime` — Immediately, NextFrame, or Delay
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- `delayTime` — delay in seconds
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- `triggerEvent` — UnityEvent to trigger
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**Relation:** `MyMonoBehaviour`
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---
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### `GameObjectValueData`
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**Type:** Data Component
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Holds a list of GameObjectValue objects. Manages add/remove/copy operations.
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**Properties**
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- `list` — list of GameObjectValue
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**Events**
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- `OnStart`
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**Methods**
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- `Add(GameObjectValue)` / `Remove(GameObjectValue)`
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- `CopyFrom(GameObjectValueData)`
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**Relation:** `GameObjectValue`
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---
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### `KeyEventTrigger`
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**Type:** Input Component
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Detects keyboard input. Fires events on key down and key up.
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**Properties**
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- `keyId` — KeyCode as integer (-1 for any key)
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- `group` — freeze group
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**Events**
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- `OnKeyDown` / `OnKeyUp`
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**Freeze** — supports `AddFreeze()` / `RemoveFreeze()` by group.
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---
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### `ListEventTrigger`
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**Type:** Logic Component
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Manages a list of UnityEvents with index control. Supports looping, random ordering, and sequential triggering.
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**Properties**
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- `presetList` — list of TriggerEvents
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- `loop` — loop after last trigger
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- `randomOnAWake` — randomize order on awake
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- `currentId` — current trigger index
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- `seed` — random seed
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**Events**
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- `OnRandomFinished` / `AfterLastTrigger` / `InvalidTrigger` / `OnStartTrigger`
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**Methods**
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- `Trigger()` / `Trigger(int i)`
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- `TriggerAndIncreaseIndex()`
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- `SetIndex(int i)` / `SetIndexRandom()`
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- `RandomTriggerList()`
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**Relation:** `GameObjectValue`
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---
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### `VPEventTrigger`
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**Type:** Audio Component
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Controls VideoPlayer playback. Fires events on start and stop.
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**Properties**
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- `timeUpdateMode` — GameTime or UnscaledGameTime
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- `playOnAwake` — auto play on awake
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**Events**
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- `OnStartEvent` / `OnStopEvent`
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**Methods**
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- `Play()` / `Stop()`
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- `Play(startTime, duration)` — play a segment
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**Relation:** `MyMonoBehaviour`
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---
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### `RendererSetter`
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**Type:** Visual Component
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Sets color, material, and sprite on renderers. Supports multiple renderer types.
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**Properties**
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- `includeChild` — apply to children
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**Methods**
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- `SetColor(Color/GameObjectValue/string)`
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- `SetMaterial(Material)` / `SetSprite(Sprite)`
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---
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### `GameObjectQueue`
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**Type:** Data Component
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Manages a queue of GameObjectQueueHolders. Handles add/remove with before/after events.
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**Properties**
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- `holderList` — list of holders
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- `currentId` — current index
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**Events**
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||||
- `OnAddItemEventTrigger` / `AfterAddedEventTrigger`
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- `OnRemoveItemEventTrigger` / `BeforeRemovedEventTrigger`
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**Methods**
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- `Add(GameObjectQueue)` / `Remove(GameObjectQueue)`
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- `RemoveFirst()` / `RemoveLast()`
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**Relation:** `GameObjectQueueHolder`
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---
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||||
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### `GameObjectQueueHolder`
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**Type:** Data Component
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Holds a single GameObject slot in a `GameObjectQueue`.
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**Properties**
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- `queue` — the queue this holder belongs to
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||||
**Relation:** `GameObjectQueue`
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||||
---
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### `GameObjectPseudo3D`
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**Type:** Utility Component
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Detects contact with ground/surfaces using raycasts. Supports 2D and 3D raycasting with snap.
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||||
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||||
**Properties**
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||||
- `rayLength` / `contactLayer` — ray config
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||||
- `useGroundZ` / `detect3d` — mode flags
|
||||
- `snap` / `snapOffset` — snap to contact point
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||||
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||||
**Events**
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||||
- `OnContactedBegan` / `OnContactedEnd`
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||||
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||||
**Relation:** `MyMonoBehaviour`
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||||
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||||
---
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||||
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||||
### `GameObjectList`
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**Type:** Data Component
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||||
Holds a list of GameObjects with index management. Supports random and sequential triggering.
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||||
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||||
**Properties**
|
||||
- `list` — list of GameObjects
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||||
- `currentId` — current index
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||||
- `seed` / `loop`
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||||
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||||
**Methods**
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||||
- `Trigger(int i)` / `TriggerAll()` / `TriggerRandom(int count)`
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- `Add(GameObject)` / `Remove(GameObject)`
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||||
- `AddAllChildren()` / `RemoveAllChildren()`
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||||
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||||
**Relation:** `GameObjectTrigger`
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||||
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||||
---
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||||
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||||
### `MessageBox`
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**Type:** UI Component
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||||
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||||
Displays a message box with OK/Cancel buttons. Uses localization for text.
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||||
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||||
**Properties**
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||||
- `UI` — the UI root
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||||
- `textMessage` / `textOK` / `textCancel`
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||||
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||||
**Methods**
|
||||
- `Show(bool)` — show/hide
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||||
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||||
**Relation:** `GlobalObject`, `Localization`
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||||
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||||
---
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||||
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||||
### `GenericData`
|
||||
**Type:** Data (ScriptableObject)
|
||||
|
||||
Stores key-value data (bool, int, float, string, Vector3, GameObject). Supports save/load to JSON.
|
||||
|
||||
**Properties**
|
||||
- `boolDict`, `intDict`, `floatDict`, `stringDict`, `vector3Dict`, `gameObjectDict`
|
||||
- `version` — data version
|
||||
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||||
**Methods**
|
||||
- `GetBool/SetBool(key)`, `GetInteger/SetInteger(key)`, `GetFloat/SetFloat(key)`
|
||||
- `GetString/SetString(key)`, `GetVector3/SetVector3(key)`, `GetGameObject/SetGameObject(key)`
|
||||
- `Reset()` / `ClearAll()` / `Save()` / `Load()`
|
||||
|
||||
---
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||||
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||||
### `GlobalObject`
|
||||
**Type:** Manager Component
|
||||
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||||
Singleton. Manages global game state, audio scalers, localization, level data, and scene loading.
|
||||
|
||||
**Properties**
|
||||
- `BGMScaler`, `SFXScaler`, `VoiceScaler`
|
||||
- `globalCanvas`, `currentLevelScene`, `levelTask`
|
||||
- `Instance` (static) / `levelNames` / `currentVersion`
|
||||
|
||||
**Methods**
|
||||
- `SetCurrentLevel(string)` / `ResetAllGameData()` / `LoadScene(string)`
|
||||
|
||||
**Relation:** `MyMonoBehaviour`, `LocalizationManager`, `LevelData`, `LevelTask`
|
||||
|
||||
---
|
||||
|
||||
### `Canvas`
|
||||
**Type:** UI Component
|
||||
|
||||
Main game UI controller. Manages progress bar, pause/resume, hint, and game over screens.
|
||||
|
||||
**Properties**
|
||||
- `HintButton`, `PauseButton`, `ResumeButton`, `HomeButton`, `SkipButton`
|
||||
- `progress`, `textCenter`, `whiteScreen`, `playing`
|
||||
- `gameMenu`, `inventoryUI`, `gameover`
|
||||
|
||||
**Events**
|
||||
- `onProgressStart` / `onProgressFinished` / `onDogHPEmpty`
|
||||
|
||||
**Methods**
|
||||
- `UpdateProgress(int)` / `ResetProgress()` / `AddProgress(int)`
|
||||
- `OnGamePaused()` / `OnGameResumed()`
|
||||
|
||||
**Relation:** `MyMonoBehaviour`, `GlobalObject`, `GameObjectValue`
|
||||
|
||||
---
|
||||
|
||||
### `Conversation`
|
||||
**Type:** UI Component
|
||||
|
||||
Displays conversation text with animation. Supports localization and voice playback.
|
||||
|
||||
**Properties**
|
||||
- `KeyArray` — localization key array
|
||||
- `uiText` / `uiBackground`
|
||||
- `oneShot` / `dynamicSequence`
|
||||
|
||||
**Events**
|
||||
- `OnConversationLoaded` / `OnConversationEnd` / `OnEndList`
|
||||
|
||||
**Methods**
|
||||
- `ShowText(int id)` / `ShowTextAndIncreaseIndex()`
|
||||
|
||||
**Relation:** `MyMonoBehaviour`, `GlobalObject`, `ListEventTrigger`
|
||||
|
||||
---
|
||||
|
||||
### `Dialogue`
|
||||
**Type:** UI Component
|
||||
|
||||
Displays dialogue with speaker name and content separately with animation.
|
||||
|
||||
**Properties**
|
||||
- `KeyArray` / `speakerList` / `uiText` / `uiBackground`
|
||||
- `oneShot` / `dynamicSequence`
|
||||
|
||||
**Events**
|
||||
- `OnEndList`
|
||||
|
||||
**Methods**
|
||||
- `ShowText(int id)` / `ShowItem(int i)`
|
||||
|
||||
**Relation:** `MyMonoBehaviour`, `GlobalObject`, `DialogueSpeaker`, `ListEventTrigger`
|
||||
|
||||
---
|
||||
|
||||
### `DialogueSpeaker`
|
||||
**Type:** UI Component
|
||||
|
||||
Represents a dialogue speaker. Fires events on speak begin/end.
|
||||
|
||||
**Properties**
|
||||
- `speakerName`
|
||||
|
||||
**Events**
|
||||
- `SpeakBeginEventTrigger` / `SpeakEndEventTrigger` / `OnEventList`
|
||||
|
||||
**Methods**
|
||||
- `SpeakBegin()` / `SpeakEnd()` / `Trigger(int i)`
|
||||
|
||||
**Relation:** `MyMonoBehaviour`, `ListEventTrigger`
|
||||
|
||||
---
|
||||
|
||||
### `GameOver`
|
||||
**Type:** UI Component
|
||||
|
||||
Game over screen. Manages replay, continue, home, sharing, and screenshot.
|
||||
|
||||
**Properties**
|
||||
- `sFailed` / `sSucceed` — success/fail screens
|
||||
- `btnSkip` / `btnContinue` / `btnShare` / `btnLeaderboard`
|
||||
- `autoNextLevel` / `manualNextLevel`
|
||||
- `snapshotEffect` / `snapshotShow` / `snapshotTake`
|
||||
|
||||
**Methods**
|
||||
- `Replay()` / `Continue()` / `NextLevel()`
|
||||
- `GotoHome()` / `GotoCatalog()` / `ShareClicked()`
|
||||
|
||||
**Relation:** `GlobalObject`, `SnapshotSprite`
|
||||
|
||||
---
|
||||
|
||||
### `Localization`
|
||||
**Type:** Utility Component
|
||||
|
||||
Localizes text and sprites. Applies language-specific fonts and content.
|
||||
|
||||
**Properties**
|
||||
- `customFontName` / `propertiesSaver`
|
||||
- `textComponents` / `textMeshComponents` / `textMeshProComponents`
|
||||
- `spriteRendererComponents`
|
||||
|
||||
**Events**
|
||||
- `OnStart`
|
||||
|
||||
**Methods**
|
||||
- `Localize()` / `LocalizeText()` / `LocalizeTextMesh()` / `LocalizeTextMeshPro()`
|
||||
- `SetSprite(SpriteRenderer)` / `SetImage(Image)`
|
||||
|
||||
**Relation:** `GlobalObject`, `PropertiesSaver`
|
||||
|
||||
---
|
||||
|
||||
### `AutoTest`
|
||||
**Type:** Utility Component
|
||||
|
||||
Testing utility for automated gameplay. Provides UI for running test cases.
|
||||
|
||||
**Properties**
|
||||
- `testList` / `caseList` / `ui`
|
||||
- `dropDownCommand` / `dropDownScene` / `dropDownEntry`
|
||||
- `data` — GenericData for testing
|
||||
|
||||
**Events**
|
||||
- `OnAutoNextBegan`
|
||||
|
||||
**Methods**
|
||||
- `Run()` / `Run(int i)` / `Run(string command)`
|
||||
- `GenerateData()`
|
||||
|
||||
**Relation:** `MyMonoBehaviour`, `GenericData`, `LevelData`
|
||||
|
||||
---
|
||||
|
||||
### `Block`
|
||||
**Type:** Utility Component
|
||||
|
||||
Wraps a GameObject's position for infinite scrolling. Moves object when it exits bounds.
|
||||
|
||||
**Properties**
|
||||
- `widthInWorld` / `heightInWorld` — wrap boundaries
|
||||
- `minRandomCount` / `maxRandomCount` / `randomActiveList`
|
||||
- `delay` — movement delay
|
||||
|
||||
**Events**
|
||||
- `OnBlockSwitched` — when position wraps
|
||||
|
||||
---
|
||||
|
||||
*Companion document: Game Collaboration Spec v1.0*
|
||||
*This document is subject to change at any time — always treat the most recently provided version as current.*
|
||||
Loading…
Reference in New Issue