Argon-Runtime-Setup

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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 core components always talk to 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 highlight manager; (perhaps because you want a version that plays an audio effect when an objects becomes highlighted).

The core code finds the highlight manager through the SceneServices object.

It asks SceneServices for its 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 in your scene (under DefaultPlayer).
  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.

SceneServices exposes the following references:

        public ICursorLocker CursorLocker 

        public ICamSwap CamSwap

        public IPlayerProvider PlayerProvider 

        public IOneAtATimeHighlightManager OneAtATimeHighlightManager

        public ICamLockSessionOneAtATimeHighlightManager CamLockSessionOneAtATimeHighlightManager 

        public IHeadlineDisplay HeadlineDisplay

        public IUpdateStack PlayerUpdateStack 

        public IThirdPersonControllerStateManager ThirdPersonControllerStateManager 

        public IProximityClickManager ProximityClickManager 

        public ICurrentBeaconProvider CurrentBeaconProvider 

All of the default implementations of these interfaces are included in Argon's source code.