using System; using System.Linq; using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; using HeavenStudio.InputSystem; using Jukebox; namespace HeavenStudio.Games.Loaders { using static Minigames; /// Minigame loaders handle the setup of your minigame. /// Here, you designate the game prefab, define entities, and mark what AssetBundle to load /// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where: /// `Platformcode` is a three-leter platform code with the minigame's origin /// `Name` is a short internal name /// `Loader` is the string "Loader" /// Platform codes are as follows: /// Agb: Gameboy Advance ("Advance Gameboy") /// Ntr: Nintendo DS ("Nitro") /// Rvl: Nintendo Wii ("Revolution") /// Ctr: Nintendo 3DS ("Centrair") /// Mob: Mobile /// Pco: PC / Other /// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information /// For help, feel free to reach out to us on our discord, in the #development channel. public static class _______________ { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("*prefab name*", "*Display Name*", "ffffff", false, false, new List() { } ); } } } namespace HeavenStudio.Games { /// This class handles the minigame logic. /// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override. public class #SCRIPTNAME# : Minigame { } }