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jankrassnigg committed Oct 22, 2023
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Expand Up @@ -21,6 +21,6 @@ After that, it does nothing else, until it gets deactivated and reactivated agai

## See Also

* [Property Animations](property-animation-overview.md)
* [Property Animations (TODO)](property-animation-overview.md)
* [Follow Path Component](../paths/follow-path-component.md)

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Expand Up @@ -26,4 +26,4 @@ The *slider component* is a very useful utility component to move an object back

* [Rotor Component](rotor-component.md)
* [Property Animation (TODO)](property-animation-overview.md)
* [MoveTo Component (TODO)](move-to-component.md)
* [MoveTo Component](move-to-component.md)
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Expand Up @@ -6,7 +6,7 @@ These events can be used for mundane things like *foot down* markers, in a walki

Whenver the EZ animation system plays back any animation clip, it also inspects all the *event track*. For every event that it encounters, it broadcasts an `ezMsgGenericEvent` with `Message` set to the value of the event's name.

If you have a [TypeScript](../../custom-code/typescript/typescript-overview.md) or [Visual Script](../../custom-code/visual-script/visual-script-overview.md) (or [custom C++ components](../../custom-code/cpp/custom-cpp-component.md) that is also an event handler) attached to any parent node of the animated mesh, you can handle this type of event and react with the desired game logic.
If you have a [TypeScript](../../custom-code/typescript/typescript-overview.md) or [Visual Script (TODO)](../../custom-code/visual-script/visual-script-overview.md) (or [custom C++ components](../../custom-code/cpp/custom-cpp-component.md) that is also an event handler) attached to any parent node of the animated mesh, you can handle this type of event and react with the desired game logic.

<video src="../media/anim-point-shoot.webm" width="500" height="500" autoplay loop></video>

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Expand Up @@ -36,15 +36,15 @@ The [root motion](root-motion.md) properties are meant for enabling an animation

The *event track* property allows you to add [markers](animation-events.md) to the clip, that indicate what happens at what time in the clip. This can be used to indicate when a foot touches the ground, or at what point in the animation a weapon fires. Using this information, the game logic could react by, for example, spawning an effect.

Animation events are sent as [event messages](../../runtime/world/world-messaging.md#event-messages) and therefore can only be captured by *event handler components* such as [visual scripts](../../custom-code/visual-script/visual-script-overview.md) or [TypeScript components](../../custom-code/typescript/typescript-overview.md).
Animation events are sent as [event messages](../../runtime/world/world-messaging.md#event-messages) and therefore can only be captured by *event handler components* such as [visual scripts (TODO)](../../custom-code/visual-script/visual-script-overview.md) or [TypeScript components](../../custom-code/typescript/typescript-overview.md).

### Simple Animation Playback

Once you have an animated mesh asset, a skeleton asset and an animation clip asset all set up, you can create an animated object in a scene by attaching an [animated mesh component](animated-mesh-component.md) and a [simple animation component](simple-animation-component.md) to a game object like so:

![Animation configuration](../media/anim-setup.png)

Here we have also attached a [visual script](../../custom-code/visual-script/visual-script-overview.md) to react to events in the animation clip, but that is entirely optional. When you press play, the editor will play back the animation on the mesh.
Here we have also attached a [visual script (TODO)](../../custom-code/visual-script/visual-script-overview.md) to react to events in the animation clip, but that is entirely optional. When you press play, the editor will play back the animation on the mesh.

### Advanced Animation Playback

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2 changes: 1 addition & 1 deletion pages/docs/custom-code/custom-code-overview.md
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Expand Up @@ -4,7 +4,7 @@ There are currently three ways to write custom code:

1. [Custom Code with C++](cpp/cpp-overview.md)
1. [Custom Code with TypeScript](typescript/typescript-overview.md)
1. [Custom Code with Visual Scripts](visual-script/visual-script-overview.md)
1. [Custom Code with Visual Scripts (TODO)](visual-script/visual-script-overview.md)

## C++

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### [Path Node Component](animation/paths/path-node-component.md)
## Property Animation
### [Color Animation Component](animation/property-animation/color-animation-component.md)
### [MoveTo Component (TODO)](animation/property-animation/move-to-component.md)
### [MoveTo Component](animation/property-animation/move-to-component.md)
### [Property Animation Asset (TODO)](animation/property-animation/property-animation-asset.md)
### [Property Animation Component (TODO)](animation/property-animation/property-animation-component.md)
### [Property Animations (TODO)](animation/property-animation/property-animation-overview.md)
### [Reset Transform Component](animation/property-animation/reset-transform-component.md)
### [Rotor Component](animation/property-animation/rotor-component.md)
### [Slider Component](animation/property-animation/slider-component.md)
## Skeletal Animation
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### [Messaging in TypeScript Code](custom-code/typescript/ts-messaging.md)
### [TypeScript Component](custom-code/typescript/ts-component.md)
## Visual Script
### [Custom Code with Visual Scripts](custom-code/visual-script/visual-script-overview.md)
### [Custom Code with Visual Scripts (TODO)](custom-code/visual-script/visual-script-overview.md)
## Game Logic
### [Forward Events To Game State Component](custom-code/game-logic/forward-events-to-game-state-component.md)
### [Trigger Delay Modifier Component](custom-code/game-logic/trigger-delay-modifier-component.md)
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2 changes: 1 addition & 1 deletion pages/getting-started/editor-overview.md
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![ezEditor](../docs/editor/media/ezEditor.jpg)

ezEditor is the central application for authoring content and bringing existing assets together. It includes a scene editor, functionality for working with [meshes](../docs/graphics/meshes/meshes-overview.md), [textures](../docs/graphics/textures-overview.md), [materials](../docs/materials/materials-overview.md), [particles](../docs/effects/particle-effects/particle-effects-overview.md) and [sounds](../docs/sound/sound-overview.md), as well as a [visual shader editor (TODO)](../docs/materials/visual-shaders.md), [visual scripting](../docs/custom-code/visual-script/visual-script-overview.md) and [prefabs](../docs/prefabs/prefabs-overview.md). The editor transforms [assets](../docs/assets/assets-overview.md) from source data into the optimized runtime formats and keeps track which assets are up to date.
ezEditor is the central application for authoring content and bringing existing assets together. It includes a scene editor, functionality for working with [meshes](../docs/graphics/meshes/meshes-overview.md), [textures](../docs/graphics/textures-overview.md), [materials](../docs/materials/materials-overview.md), [particles](../docs/effects/particle-effects/particle-effects-overview.md) and [sounds](../docs/sound/sound-overview.md), as well as a [visual shader editor (TODO)](../docs/materials/visual-shaders.md), [visual scripting (TODO)](../docs/custom-code/visual-script/visual-script-overview.md) and [prefabs](../docs/prefabs/prefabs-overview.md). The editor transforms [assets](../docs/assets/assets-overview.md) from source data into the optimized runtime formats and keeps track which assets are up to date.

The editor can also [run the game logic](../docs/editor/run-scene.md) inside the viewport while making edits, or start a complete play-the-game mode which lets you experience your creation without delay.

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2 changes: 1 addition & 1 deletion pages/getting-started/faq.md
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Expand Up @@ -22,7 +22,7 @@ If you want to do multiplayer, you have to implement that aspect yourself. This

## Visual Scripting

Yes, EZ has [visual scripting](../docs/custom-code/visual-script/visual-script-overview.md). It's not really great, though. You can do simple level logic, like "if that lever is pulled, open that door". You shouldn't really use it for anything else. We are generally not convinced that visual scripting is a great way to program (in no engine, no matter how good their tools are). Therefore we have no plans on improving our implementation at the moment, we rather improve the [TypeScript](../docs/custom-code/typescript/typescript-overview.md) binding. Though, if you are a fan of visual scripting and want to improve it, feel free to look into it.
Yes, EZ has [visual scripting (TODO)](../docs/custom-code/visual-script/visual-script-overview.md). It's not really great, though. You can do simple level logic, like "if that lever is pulled, open that door". You shouldn't really use it for anything else. We are generally not convinced that visual scripting is a great way to program (in no engine, no matter how good their tools are). Therefore we have no plans on improving our implementation at the moment, we rather improve the [TypeScript](../docs/custom-code/typescript/typescript-overview.md) binding. Though, if you are a fan of visual scripting and want to improve it, feel free to look into it.

## Scripting with TypeScript

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4 changes: 2 additions & 2 deletions pages/samples/monster-attack/devlog-2.md
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Expand Up @@ -4,7 +4,7 @@ So today was all about getting my first trap working. Here is the result:

<video src="media/devlog2/ma-dl2-Spike_Trap.mp4" width=600 controls></video>

The most flexible way to do these things, is to just use [custom C++ components](../../docs/custom-code/cpp/custom-cpp-component.md) for everything. However, I want to test out our other infrastructure as well, for example the new [visual scripting](../../docs/custom-code/visual-script/visual-script-overview.md), the [state machines](../../docs/ai/state-machine-asset.md), and so on, so the goal is to prefer those, and only use C++ for the things that really need it.
The most flexible way to do these things, is to just use [custom C++ components](../../docs/custom-code/cpp/custom-cpp-component.md) for everything. However, I want to test out our other infrastructure as well, for example the new [visual scripting (TODO)](../../docs/custom-code/visual-script/visual-script-overview.md), the [state machines](../../docs/ai/state-machine-asset.md), and so on, so the goal is to prefer those, and only use C++ for the things that really need it.

At the moment I only have two custom C++ components, one for the player logic and one for the monsters. The former mostly does [input handling](../../docs/input/input-overview.md) and forwarding to the [character controller](../../docs/physics/jolt/special/jolt-character-controller.md), the latter mainly does the path finding and steering.

Expand Down Expand Up @@ -63,7 +63,7 @@ First this meant that my creatures need to have some kind of physics representat

Now whenever the creature walks into a trap, the trigger in my trap prefab will fire an event. However, so far this event won't have any effect.

I need to hook up the event from the trigger to my state machine. And this is what [visual scripts](../../docs/custom-code/visual-script/visual-script-overview.md) are really good for.
I need to hook up the event from the trigger to my state machine. And this is what [visual scripts (TODO)](../../docs/custom-code/visual-script/visual-script-overview.md) are really good for.

On the root node of my trap, I added a *Script Component*:

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