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UniCommandController\n\nA simple library that can control commands to implement event scripts.  \n\n# Usage\n\n```cs\nusing System;\nusing UnityCommandController;\nusing UnityEngine;\n\npublic class Example : MonoBehaviour\n{\n    private CommandController m_controller;\n\n    private void Awake()\n    {\n        // Type list of commands to use.\n        var commandTypes = new []\n        {\n            typeof( LogCommand ),\n            typeof( CreateCommand ),\n            typeof( SetPositionCommand ),\n            typeof( MoveCommand ),\n            typeof( JumpCommand ),\n            typeof( WaitCommand ),\n            typeof( ClickCommand ),\n        };\n\n        // Create instances to control commands.\n        m_controller = new CommandController( commandTypes );\n\n        // Create a list of commands.\n        var commands = new[]\n        {\n            \"LogCommand|Pikachu\",\n            \"LogCommand|Raichu\",\n            \"CreateCommand|cube|0|1|2\",\n            \"SetPositionCommand|1|2|3\",\n            \"MoveCommand|-1|0|1|1\",\n            \"JumpCommand|6\",\n            \"LogCommand|Ignored here.\",\n            \"LogCommand|Jumped here.\",\n            \"WaitCommand|1\",\n            \"ClickCommand\",\n        };\n\n        // Objects and parameters controlled by command.\n        GameObject cube = null;\n        var startPos = Vector3.zero;\n        var endPos = Vector3.zero;\n\n        // Set command event.\n        CreateCommand.OnCreate += go =\u003e cube = go;\n        SetPositionCommand.OnSetPosition += pos =\u003e cube.transform.localPosition = pos;\n        MoveCommand.OnMoveStart += pos =\u003e\n        {\n            startPos = cube.transform.localPosition;\n            endPos = pos;\n        };\n        MoveCommand.OnMove += amount =\u003e\n        {\n            cube.transform.localPosition = Vector3.Lerp( startPos, endPos, amount );\n        };\n        MoveCommand.OnMoveEnd += () =\u003e cube.transform.localPosition = endPos;\n        JumpCommand.OnJump += index =\u003e m_controller.JumpToIndex( index );\n\n        // Called when all commands are finished.\n        m_controller.OnEnd += () =\u003e print( \"Finished.\" );\n\n        // Command start.\n        m_controller.Start( commands );\n    }\n\n    private void Update()\n    {\n        // Command update.\n        m_controller.Update();\n    }\n}\n\npublic class LogCommand : CommandBase\n{\n    private string m_message;\n\n    public LogCommand( CommandArugments args )\n    {\n        m_message = args[ 1 ];\n    }\n\n    protected override void DoStart()\n    {\n        Debug.Log( m_message );\n    }\n}\n\npublic class CreateCommand : CommandBase\n{\n    private string m_name;\n    private Vector3 m_pos;\n\n    public static event Action\u003cGameObject\u003e OnCreate = delegate { };\n\n    public CreateCommand( CommandArugments args )\n    {\n        m_name = args[ 1 ];\n        m_pos = new Vector3\n        (\n            args.ToFloat( 2 ),\n            args.ToFloat( 3 ),\n            args.ToFloat( 4 )\n        );\n    }\n\n    protected override void DoStart()\n    {\n        var go = GameObject.CreatePrimitive( PrimitiveType.Cube );\n        go.name = m_name;\n        go.transform.localPosition = m_pos;\n        OnCreate( go );\n        Debug.Log( \"Object creation complete.\" );\n    }\n}\n\npublic class SetPositionCommand : CommandBase\n{\n    private Vector3 m_pos;\n\n    public static event Action\u003cVector3\u003e OnSetPosition = delegate { };\n\n    public SetPositionCommand( CommandArugments args )\n    {\n        m_pos = new Vector3\n        (\n            args.ToFloat( 1 ),\n            args.ToFloat( 2 ),\n            args.ToFloat( 3 )\n        );\n    }\n\n    protected override void DoStart()\n    {\n        OnSetPosition( m_pos );\n        Debug.Log( \"Object position setting complete.\" );\n    }\n}\n\npublic class MoveCommand : CommandBase\n{\n    private Vector3 m_pos;\n    private float m_duration;\n    private float m_elapsedTime;\n\n    public override bool IsEnd { get { return m_duration \u003c= m_elapsedTime; } }\n\n    public static event Action\u003cVector3\u003e OnMoveStart = delegate { };\n    public static event Action\u003cfloat\u003e OnMove = delegate { };\n    public static event Action OnMoveEnd = delegate { };\n\n    public MoveCommand( CommandArugments args )\n    {\n        m_pos = new Vector3\n        (\n            args.ToFloat( 1 ),\n            args.ToFloat( 2 ),\n            args.ToFloat( 3 )\n        );\n        m_duration = args.ToFloat( 4 );\n    }\n\n    protected override void DoStart()\n    {\n        OnMoveStart( m_pos );\n        Debug.Log( \"Object movement start.\" );\n    }\n\n    protected override void DoUpdate()\n    {\n        m_elapsedTime += Time.deltaTime;\n        OnMove( m_elapsedTime / m_duration );\n    }\n\n    protected override void DoDispose()\n    {\n        OnMoveEnd();\n        Debug.Log( \"End of object movement.\" );\n    }\n}\n\npublic class JumpCommand : CommandBase\n{\n    private int m_index;\n\n    public static event Action\u003cint\u003e OnJump = delegate { };\n\n    public JumpCommand( CommandArugments args )\n    {\n        m_index = args.ToInt( 1 );\n    }\n\n    protected override void DoStart()\n    {\n        OnJump( m_index );\n    }\n}\n\npublic class WaitCommand : CommandBase\n{\n    private float m_time;\n    private float m_elapsedTime;\n\n    public override bool IsEnd { get { return m_time \u003c= m_elapsedTime; } }\n\n    public WaitCommand( CommandArugments args )\n    {\n        m_time = args.ToFloat( 1 );\n    }\n\n    protected override void DoStart()\n    {\n        Debug.Log( \"Standby start.\" );\n    }\n\n    protected override void DoUpdate()\n    {\n        m_elapsedTime += Time.deltaTime;\n    }\n\n    protected override void DoDispose()\n    {\n        Debug.Log( \"Wait end.\" );\n    }\n}\n\npublic class ClickCommand : CommandBase\n{\n    public override bool IsEnd { get { return Input.GetMouseButtonDown( 0 ); } }\n\n    public ClickCommand( CommandArugments args ) { }\n\n    protected override void DoStart()\n    {\n        Debug.Log( \"Wait for input.\" );\n    }\n\n    protected override void DoDispose()\n    {\n        Debug.Log( \"Input confirmation.\" );\n    }\n}\n```","funding_links":[],"categories":["Script Utility"],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fbaba-s%2FUniCommandController","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fbaba-s%2FUniCommandController","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fbaba-s%2FUniCommandController/lists"}