Everything is setup in the scene 'Main Scene UI + Modules'.
Clothing Modules
The clothing modules are created as Scriptable Objects. These are added to the ModuleManager in the inspector. On game start they are instantiated, given a controller and moved to the ModulePool. I've chucked the ModuleManager in a prefab so it can be easily added to other scenes. NOTE: The player prefab 'Player (MODULE)' or a copy of it also needs to be linked in the GameManager.
Base Modules
The base modules are added to the player prefab and linked to the appropriate fields in the player's OutfitController component.
Gameplay
Pickup crates
These crates are rotated so the active pickup type faces the player
Shield
If the player is struck with no active clothing modules a Game Over is triggered
Misc
Lilypads
This was supposed to go in the lilypads PR but there are now min-max fields for river crossings in the Tile Manager
Clothing Pickups
Implements the modular clothing system
Set up
Scene
Everything is setup in the scene 'Main Scene UI + Modules'.
Clothing Modules
The clothing modules are created as Scriptable Objects. These are added to the ModuleManager in the inspector. On game start they are instantiated, given a controller and moved to the ModulePool. I've chucked the ModuleManager in a prefab so it can be easily added to other scenes. NOTE: The player prefab 'Player (MODULE)' or a copy of it also needs to be linked in the GameManager.
Base Modules
The base modules are added to the player prefab and linked to the appropriate fields in the player's OutfitController component.
Gameplay
Pickup crates
These crates are rotated so the active pickup type faces the player
Shield
If the player is struck with no active clothing modules a Game Over is triggered
Misc
Lilypads
This was supposed to go in the lilypads PR but there are now min-max fields for river crossings in the Tile Manager