Modular Events System
What is It?
The Modular Events System is a library of components for building chains of events. It moves complex systems out of the code so that designers can easily setup and tweak flows directly within the Unity Editor. The purpose of this asset is to set up a system that is simple for programmers to develop and expand while allowing designers easy tools to integrate into the Unity scenes. Programmers create small scripts that the designers can then combine and tweak as needed. Whether character controllers, sound systems, or narrative events, the Modular Events System supports all your needs!
Everything within the system is an EventTrigger, an EventCondition, or an EventAction. Think of them as conditions and effects: an EventTrigger specifies when to do something, the EventActions specify what to do when that something happens, and an EventCondition is an extra condition that has to be true when the something happens before the actions can be carried out. All are MonoBehaviours, meaning they can be attached to any GameObject within the Unity Scene. A system within this asset is just a chain of EventTriggers and EventActions to create "events": when an EventTrigger's condition is satisfied, it executes each of its EventActions before activating the next EventTrigger.
For detailed information on the Modular Events System, including walkthroughs, click here.
Key Features
Plenty of components ready to use in your projects out-of-the-box
Easily extensible classes to expand functionality and customize to your needs
Custom C# attributes to prevent invalid inputs
Detailed documentation using both XML comments and a wiki guide