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Changelog

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

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

[Unreleased]

[0.1.0] - 2019-11-13

Added

  • An example string extension
  • A couple of example list extensions
  • Tests for list extensions mentioned above

[0.2.0] - 2019-11-14

Added

  • Comments for every method in the package
  • A few Component extensions
  • Component tests for extensions mentioned above
  • A few GameObject extensions
  • GameObject tests for extensions mentioned above
  • Quite a few Vector extensions to easily change single components
  • Vector tests for extensions mentioned above
  • A few list extensions for shuffling and picking random elements

Changed

  • StringExtensions.AsColour to WithColour

Removed

  • ListExtensions.First and ListExtensions.Last (Use System.Linq instead)

[0.3.0] - 2019-11-16

Added

  • General purpose state machine to build on top of (examples to come in future versions)
  • Tests for state machine logic mentiond above
  • Moq package for Mocking in Unit Tests (check README.md)
  • A Transform extension for destroying child objects

Changed

  • README.md to explain Moq dependency

Removed

  • Component extensions (I currently see no use as they were just copies of the GameObject extensions)

[0.4.0] - 2019-11-16

Added

  • ScriptableObject events
  • First reusable component (timer)
  • Tests for the timer component

[0.4.1] - 2019-11-16

Added

  • Assembly definitions for the (currently) empty editor folders so they are added to Git

[0.5.0] - 2019-11-16

Changed

  • State now has a list of StateAction to allow multiple things to happen in a single state (examples to come in future versions)

Removed

  • Moq.meta to get rid of warnings

[0.6.0] - 2019-11-17

Added

  • Some new scripts to handle movement and gravity as movement modifiers (more movement modifiers to come)
  • Tests for scripts mentioned above

Changed

  • States now enable and disable the GameObject they are attatched to when entering and exiting respectively