Skip to content

Commit f72799e

Browse files
committed
Update documentation
1 parent 028d6aa commit f72799e

File tree

6 files changed

+19
-13
lines changed

6 files changed

+19
-13
lines changed

Documentation~/articles/attributes.md

Lines changed: 5 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -6,7 +6,7 @@ slug: "/manual/attributes"
66

77
The **Architecture Toolkit** includes a few different C# attributes that are useful to customize the editor interface for custom data structures and behaviours without needing to write custom editor scripts.
88

9-
<br/>
9+
<hr/>
1010

1111
### [[ConditionalShow]](/api/Zigurous.Architecture/ConditionalShowAttribute)
1212

@@ -17,7 +17,8 @@ Shows the field in the editor based on the state of another field.
1717
public bool useCustomValue;
1818
[ConditionalShow(nameof(useCustomValue))]
1919
public float customValue;
20-
20+
```
21+
```csharp
2122
// enum condition
2223
public Axis axis;
2324
[ConditionalShow(nameof(axis), (int)Axis.X)]
@@ -39,7 +40,8 @@ Hides the field in the editor based on the state of another field.
3940
public bool useDefaultValue;
4041
[ConditionalHide(nameof(useDefaultValue))]
4142
public float customValue;
42-
43+
```
44+
```csharp
4345
// enum condition
4446
public Option option;
4547
[ConditionalHide(nameof(option), (int)Option.B)]

Documentation~/articles/behaviours.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -6,7 +6,7 @@ slug: "/manual/behaviours"
66

77
The **Architecture Toolkit** includes several behaviours that can be used across an application. All of the behaviours derive from `MonoBehaviour`.
88

9-
<br/>
9+
<hr/>
1010

1111
### [CursorLockState](/api/Zigurous.Architecture/CursorLockState)
1212

Documentation~/articles/data-structures.md

Lines changed: 5 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -6,7 +6,9 @@ slug: "/manual/data-structures"
66

77
The **Architecture Toolkit** contains various data structures that may be useful throughout a project. The following data structures are available in the package:
88

9-
## Accumulators
9+
<hr/>
10+
11+
## 🎲 Accumulators
1012

1113
Accumulators work like a reducer function by accumulating a set of values into a single total value except you can store the values using identifiers. This is useful to accumulate values over time while adding and removing values as needed. The total value is updated automatically any time a value is added or removed.
1214

@@ -24,7 +26,7 @@ Supported types:
2426

2527
<hr/>
2628

27-
## Ranges
29+
## 🎚️ Ranges
2830

2931
Ranges allow you to specify a lower and upper bound which can then be used for a multitude of purposes including clamping values, interpolating numbers, generating random values, and more.
3032

@@ -47,7 +49,7 @@ Included types:
4749

4850
<hr/>
4951

50-
## Misc
52+
## 💾 Misc
5153

5254
- [Bitmask](/api/Zigurous.Architecture/Bitmask) - A bitmask representation that can be used for bitwise operations.
5355
- [Bool3](/api/Zigurous.Architecture/Bool3) - Stores a tuple of 3 booleans

Documentation~/articles/events.md

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -6,20 +6,20 @@ slug: "/manual/events"
66

77
Events are powerful tool provided by Unity. The **Architecture Toolkit** extends this system by allowing events to be saved as ScriptableObjects. This means the same event can be referenced and listened to by multiple systems throughout the project.
88

9-
<br/>
9+
<hr/>
1010

11-
### Game Event
11+
## 📅 Game Event
1212

1313
An event can be created through the Asset menu, `Zigurous > Events > Game Event`. There are no properties on an event, but they can be extended further with subclasses if needed. See the [GameEvent](/api/Zigurous.Architecture/GameEvent) Scripting API.
1414

1515
<hr/>
1616

17-
### Game Event Listener
17+
## 🎧 Game Event Listener
1818

1919
A [GameEventListener](/api/Zigurous.Architecture/GameEventListener) component can be added to any game object that needs to listen for an event. This is a class that derives from `MonoBehaviour` and will register and unregister itself as a listener for the specified event. The listener also declares a standard `UnityEvent` response property that is invoked when the event is raised.
2020

2121
<hr/>
2222

23-
### Event Reference
23+
## 🎫 Event Reference
2424

2525
The [EventReference](/api/Zigurous.Architecture/EventReference) class allows a `UnityEvent` or `GameEvent` to be referenced. The option to switch between the two choices is available in the editor. Anywhere you might declare a variable as a `UnityEvent` or a `GameEvent` consider declaring it as an `EventReference` for more flexibility.

Documentation~/articles/scriptable-variables.md

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,9 @@ For example, the player can declare their hitpoints as a `FloatVariable` instead
1212

1313
The downside with this is it can be cumbersome to create assets for every variable declared in a behaviour. Instead of declaring `FloatVariable` we can declare a `FloatReference` for additional flexibility. This allows the value to either be a constant value or a reference to a variable asset; the choice is customizable in the editor. These reference types derive from [ValueReference\<TValue, TVariable\>](/api/Zigurous.Architecture/ValueReference-2).
1414

15-
### Supported Types
15+
<hr/>
16+
17+
## 📜 Supported Types
1618

1719
- Bool
1820
- Bounds

Documentation~/articles/utilities.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -6,7 +6,7 @@ slug: "/manual/utilities"
66

77
The **Architecture Toolkit** includes several utility classes that may be useful under specific situations.
88

9-
<br/>
9+
<hr/>
1010

1111
### [HashCode](/api/Zigurous.Architecture/HashCode)
1212

0 commit comments

Comments
 (0)