# EventPlayer This module will help you visual reorder, reorganize or deactive events, and execute them at desire time. You can open `PackageManager` window and import `AliveCursorSDK/EventPlayer` samples for more detail. EventPlayer is one of my plugins published on [AssetStore](https://assetstore.unity.com/packages/tools/visual-scripting/event-player-116731), it has become relatively stable and easy to use. # Action This module provdie some common action such as position tweening or value tweening, You can open `PackageManager` window and import `AliveCursorSKD/Action` samples for more detail. To use these module, you should create a specify `SOAction` asset, then create a gameobject with `EventPlayer_SOAction/AC_XXXBehaviour` Component using this asset. These actions are stored as asset file, so they have the following advantages: * Any runtime changes on editor mode will be saved. * You can share the same action asset across scenes. * You can use `ActionModifier_XXX` component to modify the output value. * You can expose the action asset to user via `PersistentData_SO` component. # AC_XXXBehaviour This module listen to specify callback and invoke related UnityEvent&Action: * **AC_CursorInputBehaviour/AC_CursorInputBehaviourCollection**: Listen to Mouse/Key input callback. * **AC_CursorStateBehaviour/AC_CursorStateBehaviourCollection**: Listen to cursor state changed callback. * **AC_CursorAppearanceBehaviour/AC_CursorAppearanceBehaviourCollection**: Listen to system cursor appearance changed callback. # PersistentData_XXX This module expose object fields to user, allowing them to tweak&save&share personal favorite configs. To use these module, you should create a gameobject with `PersistentData_XXX` component and setup the require fields (eg: Key, Event callback, dataOption), and place it under`PD Group` gameobject (Create one if not exists).