cg小白兔 发表于 2025-5-26 16:30:21

【更新】Binding System 2 2.2.6











Binding System 2 is a vast improvement over the original version. It gives you the power to link a field directly in inspector to other properties or fields, even very deeply nested ones.

This may seem simple at first, but it opens a world of possibilities:
► Create complete UI systems linked to a few "config" files, like themes, palettes and labels, all with instant updates without going into Play mode.
► Make scripts modular and highly reusable. Let them control other scripts without direct dependencies, like 3D sliders opening doors, motors increasing pressure, switches turning on lights.
► Have a complete Dependency Injection system at various granularities. Greatly increase re-use of components.
► Work with SOAP (Scriptable Object Architecture Pattern) on another level. Link even deeply nested properties from scriptable objects and switch them when needed.
► Let effects adapt to your game logic, like changing particle systems color and speed based on character's health.
► Link materials properties to game values, like metal glowing red on high temperatures or let transparency adapt to object density.
► Change light properties based on flashlight remaining energy.
► and so many others...

★ Note to programmers: this leads to increased modularity between objects and a better architecture overall.

✔ The setup is straightforward: import the asset, right click on a field and have your first bound field already...

Once a field is bound, there are plenty of options to manipulate the binding with converters, simple yet powerful modifiers and advanced tools like accessor providers...

★ High-Level Features:
Quick Data Binding: Instantly connect serialized values to any property, even non serialized ones, directly in Unity Editor without any code manipulation.

Two Binding Approaches: Bind any compatible field for any object directly in Inspector (even Unity's own components), or transform your scripts' fields in code to bindable counterparts for maximum performance.

Non-Destructive Bind: Bind any compatible field without altering its internal data and without changing its code structure.

Intuitive Setup: The user interface is as user-friendly and non-intrusive as it gets with a searchable dropdown menu for efficient binding configuration.

Real-Time Debugging: Identify and resolve issues with Live Debug and error visualizations. Get to see how data flows during runtime.

Custom Extensibility: The system can be easily extended with new converters, modifiers, and value providers, thus adding new capabilities to the system.

Optimized Performance: The whole system architecture was built to provide high-performance operations, optimized reflection, and methods generation with virtually no memory allocations.

This asset is like "a solution in search of problems" and trust us, you will find plenty of problems that this solution will solve...

Unlike Binding System v1, this asset is provided with its source code!

For Samples, check the documentation on how to enable them.

IMPORTANT! If you're upgrading from version 1, please read the documentation on how to upgrade without friction.

与原始版本相比,绑定系统 2 有了很大改进。它让你可以在检查器中直接将一个字段链接到其他属性或字段,甚至是嵌套很深的属性或字段。

这初看起来似乎很简单,但却为我们带来了无限可能:
► 创建与少量 “配置 ”文件关联的完整用户界面系统,如主题、调色板和标签,所有这些都可以即时更新,而无需进入 “播放 ”模式。
► 使脚本模块化并高度可重用。让脚本控制其他脚本,而无需直接依赖,如 3D 滑块开门、电机增压、开关开灯等。
► 在不同粒度上拥有完整的依赖注入系统。大大提高组件的重复利用率。
► 在另一个层面上与 SOAP(可脚本对象架构模式)协同工作。从可编写脚本的对象中链接甚至深嵌套的属性,并在需要时进行切换。
► 让特效适应你的游戏逻辑,比如根据角色的健康状况改变粒子系统的颜色和速度。
► 将材料属性与游戏值联系起来,如金属在高温下会发出红色光芒,或让透明度与物体密度相适应。
► 根据手电筒剩余能量改变灯光属性。
► 还有很多其他功能......





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