OctoCore 0.0.1

This commit is contained in:
Alexandre Coirier
2026-02-09 23:53:14 +01:00
parent 85bf743cba
commit 80d0faf8a7
235 changed files with 13656 additions and 32 deletions
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using UnityEngine;
namespace OctoCore.Navigation.Data
{
/// <summary>
/// Scene configuration data.
/// Contains all settings for a specific scene.
/// </summary>
[CreateAssetMenu(fileName = "scene_", menuName = "Octo/Scenes/Scene Data", order = 0)]
public class OctoSceneData : ScriptableObject
{
/// <summary>
/// Unique identifier for this scene.
/// Automatically set to the asset name.
/// </summary>
[OctoReadOnly] public string Id;
/// <summary>
/// Scene name in Build Settings or Addressables.
/// </summary>
[Tooltip("Scene name in Build Settings or Addressables")]
public string SceneName;
/// <summary>
/// Enable fade transition when loading this scene.
/// </summary>
[Tooltip("Enable fade transition")]
public bool UseFadeTransition = true;
#if UNITY_EDITOR
void OnValidate()
{
Id = name;
UnityEditor.EditorUtility.SetDirty(this);
}
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a1f04313388f6a846a9e2a6bfe6e985a
@@ -0,0 +1,44 @@
using UnityEngine;
namespace OctoCore.Navigation.Data
{
/// <summary>
/// Teleporter configuration data.
/// Defines teleportation behavior between locations or scenes.
/// </summary>
[CreateAssetMenu(fileName = "teleporter_", menuName = "Octo/Scenes/Teleporter Data", order = 1)]
public class OctoTeleporterData : ScriptableObject
{
/// <summary>
/// Unique identifier for this teleporter.
/// Automatically set to the asset name.
/// </summary>
[OctoReadOnly] public string Id;
/// <summary>
/// Target scene to load (null = stay in current scene).
/// </summary>
[Tooltip("Target scene (null = same scene)")]
public OctoSceneData TargetScene;
/// <summary>
/// Set player rotation to match destination teleporter orientation.
/// </summary>
[Tooltip("Player orientation after teleport")]
public bool SetPlayerRotation = true;
/// <summary>
/// Enable fade transition during teleport.
/// </summary>
[Tooltip("Enable fade transition")]
public bool UseFadeTransition = true;
#if UNITY_EDITOR
void OnValidate()
{
Id = name;
UnityEditor.EditorUtility.SetDirty(this);
}
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 01c67a8f36397f441b79c801b74560f1