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  1. Overview:
  2.  
  3. uFrame 1.5 is out. Even thought is a minor version step, there are a lot of new exciting features,
  4. changes and bugfixes. This version addresses almost all of the issues in 1.4. Let's see what's new:
  5.  
  6. Editor and Project:
  7.  
  8. 1.5 brings a completely new theme, with new cool UI features that make editor more responsive.
  9. Not only it looks more professional, but the usability is greatly improved, for example
  10. highlighted connections or handy Inputs and Outputs for the diagram items.
  11.  
  12. Thanks to the new project system, you can now seprate your project into as many graphs as you want, keeping it
  13. all under control. New workflow features, project level namespaces, and even code generation settings have arrived!
  14.  
  15. Framework:
  16.  
  17. RX
  18.  
  19. In 1.5 you will be able to unleash the power of Reactive Extensions!
  20. UniRX implementation of RX is now shipped with uFrame.
  21. Almost everything now is observable: viewmodels, properties, commands, collections and more!
  22. Reactive extension methods are integrated seamlessly into your code and definitely will save you
  23. incredible amount of time.
  24. Binding have been completely reworked to follow the RX model.
  25.  
  26. Computed Properties:
  27.  
  28. 1.5 introduces computed properties. They are just properties which depend on other properties.
  29. Simple and powerful. You can express dependency from the same element or from child elements.
  30. They can be dependent on regular properties, scene properties or other computed properties.
  31. They can serve as triggers for state machines.
  32. In your code you can easily modify all the dependencies by simply overriding a special method.
  33.  
  34. Reactive State Machines:
  35.  
  36. 1.5 brings brand new Reactive State Machines directly into your diagrams.
  37. You can rapidly design states, transitions and triggers.
  38. Then you can generate view bindings for the states with a few mouse clicks. Finally
  39. you can easily setup any additional logic in the code.
  40. uFrame State Machines do not use any dirty checks! This can save a lot of performance
  41. to let other amazing things run inside your game.
  42. You can easily debug your states right in the diagram or from the View Inspector.
  43.  
  44. Class Nodes:
  45.  
  46. Now you can easily create regular classes right inside of your diagram.
  47. You can use those as property types or command argument types
  48. Generated class automagically implements INotifyPropertyChanged interface, which makes it
  49. compatible with other cool assets, libraries and frameworks
  50.  
  51. Moreover, you can now use any type which does not inherit from Unity Object as a type for ViewModel property
  52. or command argument.
  53.  
  54. Registered Instances:
  55.  
  56. Subsystems now can export instances of ViewModels which will be shared around you application.
  57. No more problems with transferring small pieces of data around your scenes. It's all done automagically
  58. and only requires a few click in the diagram editor!
  59.  
  60. It also plays nicely with the inheritance, allowing you to
  61. substitute certain instances with different implementations.
  62.  
  63. Finally, you can register several instances under different names,
  64. and instantly get access to those in your controllers!
  65.  
  66. Major Changes:
  67.  
  68. SIE:
  69.  
  70. No more single instance elements!
  71. Since you can now register any ViewModel instance in the subsystem,
  72. you have ultimate control over your shared instances. That's why Single Instance Elements are removed from uFrame.
  73. This also brings consistency into controller code, as now every command receives a sender.
  74.  
  75. Scene Transitions:
  76.  
  77. Scene transitions have been reworked to become as user-friendly as possible.
  78. You can still use inspector to define linear transition logic.
  79. But as soon as it comes to transitions based on command arguments / shared instances data,
  80. you can easily do it in the code, by just overriding a couple of methods.
  81. You can set scenes and scene manager settings with any condition you want.
  82.  
  83. Scene Persistence:
  84.  
  85. Save'n'Load functionality was greatly solidified. Now every user has an ability
  86. to implement saving and loading without worrying too much about the low-level functionality.
  87. ViewModel saving/loading is already there. But you also have an ability persist some of your view data
  88. like transforms, states and so on.
  89. You can access Read and Write methods in your View and operate over any data you want.
  90.  
  91. 2-Way-Bindings
  92.  
  93. 2-Way-Bindings were completely reworked and are now called Scene Properties.
  94.  
  95. Those little handy things allow you to access specific View information, like positions and distances.
  96. Scene properties rely heavily on Observables. This means you get exceptional control over you performance.
  97. You define how and when those things are calculated. The rest is automagically done by uFrame.
  98.  
  99. 1.5 includes lots of other changes and bug fixes. And even more will come in the future versions. So stay tuned!
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