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NoCode Getting Started — build gameplay without writing code

NeoxiderTools lets you assemble real game logic entirely in the Unity Inspector. Every building block is a regular component: add it from Add Component → Neoxider/… (or the GameObject → Neoxider create menu), wire UnityEvents, press Play.

This page is the beginner path. Each step names the component to drop in and what to connect — no C# involved.

The core idea

  1. Components expose UnityEvents (OnClick, OnWin, OnPurchased, OnValueChanged…).
  2. You connect those events in the Inspector to methods of other components.
  3. Bindings keep UI in syncNoCode* binding components push values (money, health, progress) into Text/Image/Slider automatically.

That's the whole model: event → action, value → binding.

10-minute tour

1. React to anything: NeoCondition

The Swiss-army knife. Watches a field, property, method result, or GameObject state, combines checks with AND/OR, and fires OnTrue / OnFalse events. "Open the door when the player has 3 keys" is one component and zero scripts. → Condition/NeoCondition.md

2. Count things: Counter

Kills, coins, clicks — Add(), Subtract(), min/max limits, events at thresholds. → Tools/Components/Counter.md

3. Time things: Timer and CooldownReward

Countdown timers with OnFinished events; daily/interval rewards with automatic claim. → Tools/Time/Timer.md, Bonus/TimeReward/README.md

4. Money and shop — no code

  • Money — a wallet with optional cap and persistence. Show it with TextMoney.
  • Shop + ShopItemData assets — buy/own/equip flow, OnPurchased event.
  • ShopListView + ShopCategorySelector — a scrolling catalog with category tabs or prev/next pill.
  • EquipmentManager — dress-up/skins: one item per category, applied to a sprite and saved automatically. → Shop.md

5. Mini-games as components

  • Slots: SpinController + SlotEconomyDefinition (weighted symbols, payouts, special symbol).
  • Wheel of fortune: WheelFortune.
  • Collections: Collection + collectible items. → Bonus.md

6. UI, pages, and juice

  • PM + UIPage (NeoxiderPages sample) — menu/game/settings page navigation via BtnChangePage.
  • ButtonScale, ButtonShake, AnimationFly — feedback and reward-flight effects.
  • VisualToggle — one component for on/off visuals (sprites, colors, objects). → UI/README.md, NeoxiderPages/README.md

7. Sound in one click: AM + PlayAudioBtn

Drop the AM audio manager into the scene, fill its sound list, add PlayAudioBtn to any button — it plays sound id 0 (your click) by default. → Audio.md

8. Save without thinking

Most components above persist themselves (Money, Shop, EquipmentManager, CooldownReward). For your own values use SaveManager with [SaveField]-marked fields. → Save.md

9. Bind values to UI: NoCode* bindings

ComponentFloatBinding and friends push any component's value into a Slider/Image fill/Text — health bars and progress bars without a view script. → NoCode/README.md

10. Abilities and combat — castable without code

The Dota-style ability system is fully wireable: author AbilityDefinition / ModifierDefinition assets, drop AbilityUnitBehaviour + AbilityCasterBehaviour on a unit, then:

  • AbilityNoCodeAction — cast / grant / level / apply-modifier / damage / heal from any UnityEvent (a button's OnClickExecute()).
  • AbilityAutoCaster — Survivor-style auto-fire: every ability casts the moment it is ready, locking onto the nearest enemy.
  • AbilityCooldownSource — exposes CooldownNormalized / SecondsRemaining for the bindings below, so cooldown bars are just SetProgress in Poll mode. → Abilities/README.md

11. Multiplayer — still no code

With Mirror installed: NetworkPropertySync replicates a field, NetworkActionRelay relays a UnityEvent, NeoNetworkDiscovery.QuickPlay() gives one-button LAN play. Without Mirror everything above keeps working solo. → Network/Multiplayer_Guide.md

Where to go next

  • Full NoCode binding reference: NoCode/README.md
  • Module map for everything else: README.md
  • When you outgrow the inspector: every component here has a clean C# API — the same Shop, Money, Timer objects are meant to be driven from code too.