Argon-Runtime-Setup: Difference between revisions

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The SceneServices object is an exchange point where the Argon core classes get the machinery they need to work at runtime.  
The SceneServices object is an exchange point where the Argon core classes get the machinery they need to work at runtime.  


This includes the following components:
Those component declarations look like this:
<code>


<pre>
         [SerializeField] GameObject _CursorLock;
         [SerializeField] GameObject _CursorLock;
         public ICursorLocker CursorLocker => _CursorLock.GetComponent<ICursorLocker>();
         public ICursorLocker CursorLocker => _CursorLock.GetComponent<ICursorLocker>();
Line 92: Line 92:
         public ICurrentBeaconProvider CurrentBeaconProvider =>
         public ICurrentBeaconProvider CurrentBeaconProvider =>
                     _CurrentBeaconProvider.GetComponent<ICurrentBeaconProvider>();
                     _CurrentBeaconProvider.GetComponent<ICurrentBeaconProvider>();
 
</pre>
</code>

Revision as of 07:53, 9 April 2024

Why is there a Runtime?

Argon adds components to your objects.

Some of these components need to run extra machinery in your scene to be useful.

For example, the Headline Display commands needs a mechanism for showing text on a UI document.

To get that mechanism, it asks an instance of SceneServices for an instance of IHeadlineDisplay.

So, you need:

  • an instance of SceneServices in your scene
  • an IHeadlineDisplay component to supply to SceneServices

Luckily, this is all set up for you already in the ARGON_DefaultPlayer.prefab. Just find it (under Assets >> Argon >> DefaultPlayer) and add it to your scene.

The DefaultPlayer prefab has an instance of SceneServices and an object with an IHeadlineDisplay component (named HeadlineFeedback).

In general, the DefaultPlayer prefab has all of the components you need to make all of your Argon components work.

When do I not need the Runtime?

You do not need the runtime if you are only adding standard Unity components--like Rigidbody, Box Collider, etc--with Argon.

You also don't need the runtime to set Layer, Static Flags and Tags on objects with Argon.

Why do I want customize the Runtime?

The runtime setup that comes packaged in the DefaultPlayer prefab has a player attached to a first person camera rig.

If you are making a first person game and are happy with the default implementations supplied with Argon, then you're all set.

But you'll likely want to change at least a few things to suit the needs of your game.

And in many scenarios this will mean that you'll want to supply your own classes and components to Argon to replace the equivalent default classes and components.

Customizing Runtime Components

To make customizing components easy, Argon's core components always talk to its runtime components through interfaces.

So, to replace an Argon runtime class, you just need to write your own implementation of the interface in question.

For example:

You want to replace the default simple highlight manager; you want a version that plays an audio effect when an objects becomes highlighted.

The core code finds the highlight manager through an object of type SceneServices.

It asks SceneServices for its instance of OneAtATimeHighlightManager which is of type IOneAtATimeHighlightManager.

To set up your custom highlight manager:

  1. Write a component that implements IOneAtATimeHighlightManager (defined in the namespace DuksGames.Argon.Adapters)
  2. Add that component to an object in your scene
  3. Select the SceneServices object inside of the instance of DefaultPlayer in your scene.
  4. In the SceneServices inspector, set the property 'One At A Time Highlight Manager' to the object that owns your custom component

Scene Services

The SceneServices object is an exchange point where the Argon core classes get the machinery they need to work at runtime.

Those component declarations look like this:

        [SerializeField] GameObject _CursorLock;
        public ICursorLocker CursorLocker => _CursorLock.GetComponent<ICursorLocker>();

        [SerializeField] GameObject _CamSwap;
        public ICamSwap CamSwap => _CamSwap.GetComponent<ICamSwap>();

        [SerializeField] GameObject _PlayerProvider;
        public IPlayerProvider PlayerProvider => _PlayerProvider.GetComponent<IPlayerProvider>();

        [SerializeField] GameObject _OneAtATimeHighlightManager;
        public IOneAtATimeHighlightManager OneAtATimeHighlightManager =>
                    _OneAtATimeHighlightManager.GetComponent<IOneAtATimeHighlightManager>();

        [SerializeField] GameObject _CamLockSessionOneAtATimeHighlightManager;
        public ICamLockSessionOneAtATimeHighlightManager CamLockSessionOneAtATimeHighlightManager =>
                    _CamLockSessionOneAtATimeHighlightManager.GetComponent<ICamLockSessionOneAtATimeHighlightManager>();

        [SerializeField] GameObject _HeadlineDisplay;
        public IHeadlineDisplay HeadlineDisplay => _HeadlineDisplay.GetComponent<IHeadlineDisplay>();

        [SerializeField] GameObject _PlayerUpdateStack;
        public IUpdateStack PlayerUpdateStack => _PlayerUpdateStack.GetComponent<IUpdateStack>();

        [SerializeField] GameObject _ThirdPersonControllerStateManager;
        public IThirdPersonControllerStateManager ThirdPersonControllerStateManager =>
                    _ThirdPersonControllerStateManager.GetComponent<IThirdPersonControllerStateManager>();

        [SerializeField] GameObject _ProximityClickManager;
        public IProximityClickManager ProximityClickManager =>
                    _ProximityClickManager.GetComponent<IProximityClickManager>();

        [SerializeField] GameObject _CurrentBeaconProvider;
        public ICurrentBeaconProvider CurrentBeaconProvider =>
                    _CurrentBeaconProvider.GetComponent<ICurrentBeaconProvider>();