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CHANGELOG.md

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Changelog

All notable changes to this package will be documented in this file.

The format is based on Keep a Changelog and this project adheres to Semantic Versioning.

[0.4.0] - Unreleased

Informations

  • This version requires UNITY 2020.2.0a15 or higher, for the UI to work (in editor)
  • Bug have been reported to unity for the zero sized UI panel in 2020.1 and non working cutom UI Element in 2020.1 and 2020.2 alpha

Added

  • Simple ability UI support (this feature is highly experimental and uses the unity runtime package for UI Elements (UI Toolkit)) it does not work in builds yet (see informations).

Changed

  • Updated package dependency
  • License (see LICENSE.md)

[0.3.0] - 05/07/2020

Added

  • Support for cost constraint and consumtion on skill
  • Support for simple target selection from skill (self or target)
  • System groups to organize systems update order

Changed

  • BREAKING CHANGE - Rename all occurences of "Skill" to "Ability" and "Skills" to "Abilities".
  • Trigger system won't do anything if it's consumer counter part won't run. This avoid creating the native stream, which in turn avoid any risk a memory leak so there is no need for the consumer to always update to do the clean up.

Code Test Coverage

  • Started monitoring the code coverage of the package and switched to system behavior test strategy instead of a world test strategy.
Name Covered Uncovered Coverable Total Line coverage
WaynGroup.Mgm.Ability 233 72 305 951 76.3%
WaynGroup.Mgm.Ability.Editor 0 137 137 546 0%
  • CRAP score is currenlty wrong, it show 2 false positive CRAP method.

[0.2.0] - 09/06/2020

Added

  • Support for Min and Max range constraint on skill

Changed

  • Update to com.unity.entities 0.11.0-preview.7 (no impact)

[0.1.2] - 08/06/2020

Fixed

[0.1.1] - 07/06/2020

Fixed

[0.1.0] - 31/05/2020

This is the first release of <MGM Skill>.

This first realease provides a simple skill system that can be authored by Scriptable Object. For now, it allows the definition of single target skill that are subject to a cast time and cooldown time. Its allows to define any custom type of custom direct effect and comes with a Simple Skill sample that demontrate how to define a simple direct damage skill.