The MBS Core kit currently contains:
► CML is a custom data storage and retrieval system. To best describe it, think of it as XML, only easier, faster and better.
► CML contains a built in save and load system that utilises PlayerPrefs, Resources folders and file paths.
► CML allows you to generate typed variables dynamically at runtime
► CML is even smart enough to provide default values when you use a variable that doesn’t exist
► This both prevents runtime errors and allows you to save less data to disk
► Native support for int, long, float, bool, string, Vector2, Vector3, Quaternion, Color & Rect
► Includes a large selection of search, filter and navigation functions
► Add MD5 and BASE64 en/decoding to your project
► 1 line of code to encode or decode a string
► Simply replace MonoBehaviour with MBSEntity and your entity is defined
► Loop over all instances of a specific prefab in your game without having to find them first
► Maintains active references as GameObjects are spawned or destroyed
► Super simple to use!
► Now also includes mbsStatemachineLeech which allows you to run multiple state machines off of a single state
► Simply replace MonoBehaviour with MBSSingleton to turn your class into a singleton!
Inspector configurable system to define areas to place GUI elements into. Slide content into and out of this area complete with fading in and out.
Display a rotating spinner in the center of the screen. 0 configuration, 1 line of code
► Show messages on screen at runtime. 0 configuration, 1 line of code
► Shows for 3 seconds then vanishes
► Ever needed to show an achievement or something being unlocked? This is for you!
► Animated panel slides in and out of the screen
► Slide from anywhere to anywhere and then back again
► Supports (optional) image along with the message and notification header
► Uses Unity UI
► Supports notification queuing.
► Includes various utility functions to simplify your development
► Unity classes now have a FromString() method to go with it’s ToString() function
► Convert Color to hex values for use with Text Mesh Pro
► Update a Transform’s position or rotation directly without using temp variables
► Update an Image’s alpha value without using temp variables
► Strings now have a “bool IsValidEmailFormat()” function
► Strings now have a “Texture2D DownloadTextureTask()” function
► Strings now have a “Texture2D GetGravatarTask()” function
► Convert a Texture2D to a Sprite using Texture2D’s new ToSprite() function
► Contains a custom event based on EventArgs
► The event passes both a generic Object and a CML object
► The CML object can contain an infinite number of nodes
► Each node contains a Dictionary, a List and a generic Object reference
► Can easily be the only event you ever need
► Creates a way for you to assign many events or Actions to a single variable
► This makes for much less coding and no need to remember many event variable names
► This automates null checks when triggering events and also simplifies event cleanup
► Alternatively, simply use absolutely any GameObject to trigger or respond to events
► Identify events using int, string, enum or absolutely anything you want !