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- Overview:
- uFrame 1.5 is out. Even thought is a minor version step, there are a lot of new exciting features,
- changes and bugfixes. This version addresses almost all of the issues in 1.4. Let's see what's new:
- Editor and Project:
- 1.5 brings a completely new theme, with new cool UI features that make editor more responsive.
- Not only it looks more professional, but the usability is greatly improved, for example
- highlighted connections or handy Inputs and Outputs for the diagram items.
- Thanks to the new project system, you can now seprate your project into as many graphs as you want, keeping it
- all under control. New workflow features, project level namespaces, and even code generation settings have arrived!
- Framework:
- RX
- In 1.5 you will be able to unleash the power of Reactive Extensions!
- UniRX implementation of RX is now shipped with uFrame.
- Almost everything now is observable: viewmodels, properties, commands, collections and more!
- Reactive extension methods are integrated seamlessly into your code and definitely will save you
- incredible amount of time.
- Binding have been completely reworked to follow the RX model.
- Computed Properties:
- 1.5 introduces computed properties. They are just properties which depend on other properties.
- Simple and powerful. You can express dependency from the same element or from child elements.
- They can be dependent on regular properties, scene properties or other computed properties.
- They can serve as triggers for state machines.
- In your code you can easily modify all the dependencies by simply overriding a special method.
- Reactive State Machines:
- 1.5 brings brand new Reactive State Machines directly into your diagrams.
- You can rapidly design states, transitions and triggers.
- Then you can generate view bindings for the states with a few mouse clicks. Finally
- you can easily setup any additional logic in the code.
- uFrame State Machines do not use any dirty checks! This can save a lot of performance
- to let other amazing things run inside your game.
- You can easily debug your states right in the diagram or from the View Inspector.
- Class Nodes:
- Now you can easily create regular classes right inside of your diagram.
- You can use those as property types or command argument types
- Generated class automagically implements INotifyPropertyChanged interface, which makes it
- compatible with other cool assets, libraries and frameworks
- Moreover, you can now use any type which does not inherit from Unity Object as a type for ViewModel property
- or command argument.
- Registered Instances:
- Subsystems now can export instances of ViewModels which will be shared around you application.
- No more problems with transferring small pieces of data around your scenes. It's all done automagically
- and only requires a few click in the diagram editor!
- It also plays nicely with the inheritance, allowing you to
- substitute certain instances with different implementations.
- Finally, you can register several instances under different names,
- and instantly get access to those in your controllers!
- Major Changes:
- SIE:
- No more single instance elements!
- Since you can now register any ViewModel instance in the subsystem,
- you have ultimate control over your shared instances. That's why Single Instance Elements are removed from uFrame.
- This also brings consistency into controller code, as now every command receives a sender.
- Scene Transitions:
- Scene transitions have been reworked to become as user-friendly as possible.
- You can still use inspector to define linear transition logic.
- But as soon as it comes to transitions based on command arguments / shared instances data,
- you can easily do it in the code, by just overriding a couple of methods.
- You can set scenes and scene manager settings with any condition you want.
- Scene Persistence:
- Save'n'Load functionality was greatly solidified. Now every user has an ability
- to implement saving and loading without worrying too much about the low-level functionality.
- ViewModel saving/loading is already there. But you also have an ability persist some of your view data
- like transforms, states and so on.
- You can access Read and Write methods in your View and operate over any data you want.
- 2-Way-Bindings
- 2-Way-Bindings were completely reworked and are now called Scene Properties.
- Those little handy things allow you to access specific View information, like positions and distances.
- Scene properties rely heavily on Observables. This means you get exceptional control over you performance.
- You define how and when those things are calculated. The rest is automagically done by uFrame.
- 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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