Releases: brunomikoski/ScriptableObjectCollection
Releases · brunomikoski/ScriptableObjectCollection
New CollectionItemPicker and bug fix
What's Changed
- Feature/collection item picker by @RoyTheunissen in #111
- fix: array not displaying type correct by @brunomikoski in #112
Full Changelog: v1.9.5...v1.9.6
General tweaks and fixes
Changed
- Fixed Compiler Warning
- Fixed another nullreference on
GetCollectionItemHeight - Fixed
NullReferenceonCheckForKeyboardShortcuts() - Fixed reserved names C# names using
IgnoreCasefor comparison, now you can use reserved name as UpperCase - Now static generated classes will use the
cachednaming prefix, to avoid issues with reserved C# variables names - Fixed remaining Warning.
Bug Fixes
Changed
- Fixed namespace settings not being stored properly after changing once on the Wizard
- Fixed
NullReferenceon GetItemHeight()
What's Changed
- Feature/fixes by @brunomikoski in #106
Full Changelog: v1.9.3...v1.9.4
Fix namespace issues
Add
- Automatically define namespace for static collection generated file based on
CollectionItem
Changed
- Fixed static static file generation to use
Type.FullNameinstead ofType.Name
Full Changelog: v1.9.2...v1.9.3
Unity 2021 Support Fixes
Mobile Hotfix
New Collection References
What's Changed
- Feature/add references by @IkeikeP in #99
- fix: meta by @brunomikoski in #102
New Contributors
Full Changelog: v1.8.3...v1.9.0
Unity 2021 Support
Changed
- Fixed
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]issue with unity 2021 and generics.
Bug Fixes and Method Validation
Changed
- Fix issue where entering in playmode with a missing collection reference in the CollectionRegistry would throw a nullref and not reload collections
- Added new condition to consider an item as a "Bad Item" and for it to be cleared. This fixed an edge case where a collection can have a non existing item but it is not being cleared out from the collection
- Added validation method as an
CollectionItemEditorOptionsoption, you can now define a method to validate what CollectionItem can appear, like this:
[SerializeField, CollectionItemEditorOptions(ValidateMethod = nameof(IsValidConsumable))]
private Consumable onlyUnlockedHardCurrency;
public bool IsValidConsumable(Consumable consumable)
{
if (consumable is HardCurrency hardCurrency)
return hardCurrency.IsUnlocked;
return true;
}New Collection Wizard
Added
- Renamed uses of
WizzardtoWizard - Wizard foldouts now work
- The collection name is now based on the item name by default. You can still override it.
- The script folder now mirrors the Scriptable Object folder by default
- The namespace is now inferred from the script folder by default, with options for how it should be formatted. Can still manually override.
- Improved wizard readability by tweaking the layout, adding a help text, adding a scrollbar and defining a reasonable minimum size
- Settings that are serialized using Editor Prefs now use the new EditorPreference utility class
Changed
- Renamed uses of
WizzardtoWizard - Wizard now focuses on Item Name by default so you can type immediately
- Reformatted wizard to look more like a Unity built-in feature
- Parent folders are no longer created by default in preference to mirroring the ScriptableObject hierarchy
Deprecated
- ScriptableObjectCollectionUtils is no longer responsible for appending any parent directories. If you were using any of those methods, please use the recommended method instead.
- ScriptableObjectCollectionSettings.SetDefaultNamespace has been renamed. Please use SetNamespacePrefix instead.
Thanks for this awesome collaboration RoyTheunissen