This week, we saw a overhaul to the UI and icons, which was much needed. While this will probably not be the last change to the UI theme, it is certainly a step up from the previous UI. Everything has been resized, and this is the basis if what we want our theme to be for the project going forward.
This week, with the actual functionality of Select already in place, we worked on another part of select, which is the visual side. in order to give the confirmation to the user that a selection is indeed selected, we learned to use unity's LWRP, or Light-Weight Render Pipeline. It allowed us to add a pretty cool effect to a new game object that we created to represent our selection. While not entirely efficient for a visual representation of an data, we felt it was an elegant solution to our unique problem. We also plan to render things such as our planned layer select in a different way, as to not be so rendering intensive on devices that run or software.
Using both Select & our visual of select, we implemented the first and most basic version of select, multi-select. The user simply clicks the blocks they wish to add to the selection, and they are added. We accomplished this by adding each block to the selected list, and updating the game object. Once a user is happy with their selection, they will be able to add on top of the selection, remove the selection, or modify the selection's color. Eventually, we plan to have at least 2 other select types-layer select, where a user can select an entire layer of a grid, and color select, where a user can select all cubes of a certain color in the grid.
The color wheel has been changed to also now function as a pop-up, so that it can be closed and moved out of the user's way when not selecting a color. We also re
In addition to the more visual changes made this week, we also took time to ensure that the stand alone build is functioning. This is important to us, because we want our tool to be accessible to people on all platforms, particularly on tablets and handhelds, which we feel is a more natural for creators who will be using the tool. In order to get the standalone build functioning, we had to re-implement the load/save functionality, because the library we were using was a editor only library. After changing libraries, we were able to get the Linux, Mac, and Windows standalone build functioning.
Another dual functional and helpful thing we worked on was a custom button class, which allows us to rework how we are currently using buttons, and allows for easy adding of future buttons because of its modular design. We started with buttons-which are one-click items, toggles-which work like switches, in that the can be turned on and off, and radios-which allow for 1 item in a group to be toggled at a time.
Selection visual
Selection Game Object
multi-select
Custom button class
reworking of load save in runtime
Standalone Build