ActionAdventureKit 1.7.3
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►NAdventureCore | |
►NAssets | |
►NSoftLeitner | |
►NAdventureCore | |
►NUI | |
►NItem | |
CInventoryItemElement | Visualizes an inventory item in the UI |
CItemSlotElement | Visualizes an item slot in the UI |
►NEditor | |
►NPersistence | |
CPersistenceContainerEditor | |
CPlayerPrefDataEditor | |
►NVisualScripting | |
CActionAreaChangedDescriptor | |
CActionAreaDescriptor | |
CActionChangedDescriptor | |
CActionEndableChangedDescriptor | |
CActionEndedDescriptor | |
CActionEndingDescriptor | |
CActionInfoDescriptor | |
CActionMessageReceivedDescriptor | |
CActionStartableChangedDescriptor | |
CActionStartedDescriptor | |
CActionStartingDescriptor | |
CActivateDamageDescriptor | |
CActorInfoDescriptor | |
CActorTargetDescriptor | |
CAddAttributeDescriptor | |
CAddEffectDescriptor | |
CAddInstructionDescriptor | |
CAddItemsDescriptor | |
CAddResourceDescriptor | |
CAdventureDescriptorBase | |
CAlignToPositionDescriptor | |
CAlignToTargetDescriptor | |
CAnimatorBoolInstructionDescriptor | |
CAnimatorFloatInstructionDescriptor | |
CAnimatorIntInstructionDescriptor | |
CAreaCharactersDescriptor | |
CAreaItemsDescriptor | |
CAssociatedCharacterDescriptor | |
CAttributeMultiplierInstructionDescriptor | |
CAttributePoolChangedDescriptor | |
CAttributeValueDescriptor | |
CAttributeValuesDescriptor | |
CBoolInputReceivedDescriptor | |
CCanAddItemsDescriptor | |
CCancelCharacterDescriptor | |
CCancelPlayableAnimationDescriptor | |
CCharacterEnterDescriptor | |
CCharacterExitDescriptor | |
CCharacterMessageReceivedDescriptor | |
CCheckActionDescriptor | |
CCheckActionEndableDescriptor | |
CCheckActionNameDescriptor | |
CCheckActionStartableDescriptor | |
CCheckAttributeValueDescriptor | |
CCheckEffectDescriptor | |
CCheckEquipmentDescriptor | |
CCheckItemCategoryQuantityDescriptor | |
CCheckItemQuantityDescriptor | |
CCheckMovementTargetDistanceDescriptor | |
CCheckPersistenceDescriptor | |
CCheckPersisterDescriptor | |
CCheckResourceValueDescriptor | |
CConfirmCharacterDescriptor | |
CCreatePlayableAnimationClipDescriptor | |
CCreatePlayableAnimationControllerDescriptor | |
CDamagedCharacterDescriptor | |
CDamagedCharacterTotalDescriptor | |
CDamagedTriggerDescriptor | |
CDamagedTriggerTotalDescriptor | |
CDamageSenderDescriptor | |
CDamagingCharacterDescriptor | |
CDamagingTriggerDescriptor | |
CDeactivateDamageDescriptor | |
CDeleteAreaDescriptor | |
CDeleteDescriptor | |
CDestroyPlayableAnimationDescriptor | |
CDialogClosingDescriptor | |
CDialogClosingRefDescriptor | |
CDialogContinuingDescriptor | |
CDialogContinuingRefDescriptor | |
CDialogOpeningDescriptor | |
CDialogOpeningRefDescriptor | |
CDialogsInfoDescriptor | |
CDialogWaitingDescriptor | |
CDialogWaitingRefDescriptor | |
CEffectAddedDescriptor | |
CEffectPoolChangedDescriptor | |
CEffectRemovedDescriptor | |
CEffectsDescriptor | |
CEquipItemCategoryDescriptor | |
CEquipItemDescriptor | |
CFocusDialogDescriptor | |
CFocusDialogRefDescriptor | |
CGetActionDescriptor | |
CGetCharacterBoolDescriptor | |
CGetCharacterDescriptor | |
CGetCharacterFloatDescriptor | |
CGetCharacterIntDescriptor | |
CGetOffsetRotationDescriptor | |
CGetPersistenceBoolDescriptor | |
CGetPersistenceDescriptorBase | |
CGetPersistenceFloatDescriptor | |
CGetPersistenceIntDescriptor | |
CGetPersistenceStringDescriptor | |
CGetPersisterBoolDescriptor | |
CGetPersisterDescriptorBase | |
CGetPersisterFloatDescriptor | |
CGetPersisterIntDescriptor | |
CGetPersisterStringDescriptor | |
CGetPlayableAnimationDescriptor | |
CGetSaveIndexDescriptor | |
CHasEffectDescriptor | |
CHasItemDescriptor | |
CHeroInfoDescriptor | |
CHeroSheathingDescriptor | |
CHideSlotInstructionDescriptor | |
CInstructionDescriptorBase | |
CIntegerInputReceivedDescriptor | |
CInventoryChangedDescriptor | |
CInventoryItemsDescriptor | |
CItemCategoryQuantityDescriptor | |
CItemEnterDescriptor | |
CItemExitDescriptor | |
CItemQuantityDescriptor | |
CKeepMovementTargetAlignedDescriptor | |
CLoadAreaDescriptor | |
CLoadDescriptor | |
CLockedActionDescriptor | |
CLockedCharacterDescriptor | |
CLockOnCandidateChangedDescriptor | |
CLockOnManagerDescriptor | |
CLockOnTargetChangedDescriptor | |
CLockOnTargetChangedWithoutHoldingDescriptor | |
CLogDescriptor | |
CManagerStateChangedDescriptor | |
CManagerStateEnteredDescriptor | |
CManagerStateExitedDescriptor | |
CManagerStateInfoDescriptor | |
CMoveCharacterDescriptor | |
CMovementInfoDescriptor | |
CMovementSpeedMultiplierInstructionDescriptor | |
CMovementTargetDescriptor | |
CMovementVectorsDescriptor | |
CPerformActionDescriptor | |
CPerformActionNameDescriptor | |
CPlayableAnimationClipDescriptor | |
CPlayableAnimationClipSettingsDescriptor | |
CPlayableAnimationControllerDescriptor | |
CPlayableAnimationControllerSettingsDescriptor | |
CPlayableAnimationInfoDescriptor | |
CPlayAnimationDescriptor | |
CPlayAudioDescriptor | |
CPlayManagerAudioDescriptor | |
CPlayManagerMusicDescriptor | |
CPlayMusicDescriptor | |
CPlayPlayableAnimationDescriptor | |
CRagdollDescriptor | |
CRemoveAttributeDescriptor | |
CRemoveEffectDescriptor | |
CRemoveInstructionDescriptor | |
CRemoveItemsDescriptor | |
CRemoveResourceDescriptor | |
CReplaceDescriptor | |
CResetInputDescriptor | |
CResetManagerStateOverrideDescriptor | |
CResetMomentumDescriptor | |
CResetResourcesDescriptor | |
CResetStateOverrideDescriptor | |
CResourcePoolChangedDescriptor | |
CResourceValueChangedDescriptor | |
CResourceValueDescriptor | |
CResourceValuesDescriptor | |
CRunActionDescriptor | |
CRunActionNameDescriptor | |
CSaveAreaDescriptor | |
CSaveDescriptor | |
CSendCharacterMessagesDescriptor | |
CSendDamageDescriptor | |
CSetActionEndableDescriptor | |
CSetActionNameDescriptor | |
CSetActionNameVariableDescriptor | |
CSetActionNameVariableUnitWidget | |
CSetActionStartableDescriptor | |
CSetActionVariableUnitWidget | |
CSetBoolVariableUnitWidget | |
CSetCharacterBoolDescriptor | |
CSetCharacterFloatDescriptor | |
CSetCharacterIntDescriptor | |
CSetCharacterStateDescriptor | |
CSetCharacterTriggerDescriptor | |
CSetDialogResultDescriptor | |
CSetDialogResultRefDescriptor | |
CSetFloatVariableUnitWidget | |
CSetIntVariableUnitWidget | |
CSetManagerStateDescriptor | |
CSetManagerStateOverrideDescriptor | |
CSetMovementTargetDescriptor | |
CSetPersistenceBoolDescriptor | |
CSetPersistenceDescriptorBase | |
CSetPersistenceFloatDescriptor | |
CSetPersistenceIntDescriptor | |
CSetPersistenceStringDescriptor | |
CSetPersisterBoolDescriptor | |
CSetPersisterDescriptorBase | |
CSetPersisterFloatDescriptor | |
CSetPersisterIntDescriptor | |
CSetPersisterStringDescriptor | |
CSetPlayableControllerBoolDescriptor | |
CSetPlayableControllerFloatDescriptor | |
CSetPlayableControllerIntDescriptor | |
CSetPlayableControllerStateDescriptor | |
CSetPlayableControllerTriggerDescriptor | |
CSetSaveIndexDescriptor | |
CSetStateDescriptor | |
CSetStateOverrideDescriptor | |
CSetStringVariableUnitWidget | |
CSetVariableUnitWidgetBase | |
CShowDialogDescriptor | |
CShowDialogOptionsDescriptor | |
CShowDialogOptionsRefDescriptor | |
CShowDialogRefDescriptor | |
CShowDialogTextDescriptor | |
CShowDialogTextRefDescriptor | |
CSoulsNPCActionsDescriptor | |
CSoulsNPCStateDescriptor | |
CSoulsPerformNPCActionDescriptor | |
CSoulsWeaponActionsDescriptor | |
CStartActionDescriptor | |
CStartActionNameDescriptor | |
CStateChangedDescriptor | |
CStateEnteredDescriptor | |
CStateExitedDescriptor | |
CStateInfoDescriptor | |
CStatMultiplierInstructionDescriptor | |
CSuspendControlInstructionDescriptor | |
CSuspendMovementCollisionInstructionDescriptor | |
CSuspendMovementControlInstructionDescriptor | |
CSuspendMovementInstructionDescriptor | |
CSuspendMovementPartsInstructionDescriptor | |
CSuspendMovementPersistenceInstructionDescriptor | |
CSuspendReceiveDamageInstructionDescriptor | |
CSuspendSendDamageInstructionDescriptor | |
CTeleportCharacterDescriptor | |
CVector2DirectionDescriptor | |
CVectorInputReceivedDescriptor | |
CVisualScriptingActionInfoDescriptor | |
►NTests | |
CLockOnTest | |
►CTestInput | |
CITestActions | |
CIUIActions | |
CTestActions | |
CUIActions | |
►NTimeline | |
CDialogBehaviour | |
CDialogClip | |
CDialogHideBehaviour | |
CDialogHideClip | |
CDialogShowBehaviour | |
CDialogShowClip | |
CDialogTrack | |
CInstructionBehaviour | |
CInstructionClip | |
CInstructionTrack | |
CMarchClip | |
CMarchTrack | |
CStateBehaviour | |
CStateClip | |
CStateOverrideBehaviour | |
CStateOverrideClip | |
CStateTrack | |
CTweenBehaviour | |
CTweenClip | |
CTweenMixerBehaviour | |
CTweenTrack | |
CWalkBehaviour | |
►NVisualScripting | |
CActionAreaChangedUnit | |
CActionAreaUnit | |
CActionChangedUnit | |
CActionEndableChangedUnit | |
CActionEndedUnit | |
CActionEndingUnit | |
CActionInfoUnit | |
CActionMessageReceivedUnit | |
CActionStartableChangedUnit | |
CActionStartedUnit | |
CActionStartingUnit | |
CActivateDamageUnit | |
CActorInfoUnit | |
CActorTargetUnit | |
CAddAttributeUnit | |
CAddEffectUnit | |
CAddInstructionUnit | |
CAddItemsUnit | |
CAddResourceUnit | |
CAlignToPositionUnit | |
CAlignToTargetUnit | |
CAnimatorBoolInstructionUnit | |
CAnimatorFloatInstructionUnit | |
CAnimatorIntInstructionUnit | |
CAreaCharactersUnit | |
CAreaItemsUnit | |
CAssociatedCharacterUnit | |
CAttributeMultiplierInstructionUnit | |
CAttributePoolChangedUnit | |
CAttributeValuesUnit | |
CAttributeValueUnit | |
CBoolInputReceivedUnit | |
CCanAddItemsUnit | |
CCancelCharacterUnit | |
CCancelPlayableAnimationUnit | |
CCharacterEnterUnit | |
CCharacterExitUnit | |
CCharacterMessageReceivedUnit | |
CCheckActionEndableUnit | |
CCheckActionNameUnit | |
CCheckActionStartableUnit | |
CCheckActionUnit | |
CCheckAttributeValueUnit | |
CCheckEffectUnit | |
CCheckEquipmentUnit | |
CCheckItemCategoryQuantityUnit | |
CCheckItemQuantityUnit | |
CCheckMovementTargetDistanceUnit | |
CCheckPersistenceUnit | |
CCheckPersisterUnit | |
CCheckResourceValueUnit | |
CConfirmCharacterUnit | |
CCreatePlayableAnimationClipUnit | |
CCreatePlayableAnimationControllerUnit | |
CDamagedCharacterTotalUnit | |
CDamagedCharacterUnit | |
CDamagedTriggerTotalUnit | |
CDamagedTriggerUnit | |
►CDamageSenderUnit | |
CUnitDamageSender | |
CDamagingCharacterUnit | |
CDamagingTriggerUnit | |
CDeactivateDamageUnit | |
CDeleteAreaUnit | |
CDeleteUnit | |
CDestroyPlayableAnimationUnit | |
CDialogClosingRefUnit | |
CDialogClosingUnit | |
CDialogContinuingRefUnit | |
CDialogContinuingUnit | |
CDialogOpeningRefUnit | |
CDialogOpeningUnit | |
CDialogsInfoUnit | |
CDialogWaitingRefUnit | |
CDialogWaitingUnit | |
CEffectAddedUnit | |
CEffectPoolChangedUnit | |
CEffectRemovedUnit | |
CEffectsUnit | |
CEquipItemCategoryUnit | |
CEquipItemUnit | |
CFindRecursiveUnit | |
CFocusDialogRefUnit | |
CFocusDialogUnit | |
CGetActionUnit | |
CGetCharacterBoolUnit | |
CGetCharacterFloatUnit | |
CGetCharacterIntUnit | |
CGetCharacterUnit | |
CGetOffsetRotationUnit | |
CGetPersistenceBoolUnit | |
CGetPersistenceFloatUnit | |
CGetPersistenceIndexUnit | |
CGetPersistenceIntUnit | |
CGetPersistenceStringUnit | |
CGetPersistenceValueUnit | |
CGetPersisterBoolUnit | |
CGetPersisterFloatUnit | |
CGetPersisterIntUnit | |
CGetPersisterStringUnit | |
CGetPersisterValueUnit | |
CGetPlayableAnimationUnit | |
CHasEffectUnit | |
CHasItemUnit | |
CHideSlotInstructionUnit | |
CInOutUnit | |
CInstructionUnitBase | |
CIntegerInputReceivedUnit | |
CInventoryChangedUnit | |
CInventoryItemsUnit | |
CItemCategoryQuantityUnit | |
CItemEnterUnit | |
CItemExitUnit | |
CItemQuantityUnit | |
CKeepMovementTargetAlignedUnit | |
CLazyInOutUnit | |
CLazyUnit | |
CLoadAreaUnit | |
CLoadUnit | |
CLockedActionUnit | |
CLockedCharacterUnit | |
CLockOnManagerUnit | |
CLogUnit | |
CManagerStateChangedUnit | |
CManagerStateEnteredUnit | |
CManagerStateExitedUnit | |
CManagerStateInfoUnit | |
CManagerStateStartedUnit | |
CManagerStateTransitionedUnit | |
CMoveCharacterUnit | |
CMovementInfoUnit | |
CMovementSpeedMultiplierInstructionUnit | |
CMovementTargetUnit | |
CMovementVectorsUnit | |
CPerformActionBaseUnit | |
CPerformActionNameUnit | |
CPerformActionUnit | |
CPlayableAnimationClipSettingsUnit | |
CPlayableAnimationClipUnit | |
CPlayableAnimationControllerSettingsUnit | |
CPlayableAnimationControllerUnit | |
CPlayableAnimationInfoUnit | |
CPlayAnimationUnit | |
CPlayAudioUnit | |
CPlayManagerAudioUnit | |
CPlayManagerMusicUnit | |
CPlayMusicUnit | |
CPlayPlayableAnimationUnit | |
CRagdollUnit | |
CRemoveAttributeUnit | |
CRemoveEffectUnit | |
CRemoveInstructionUnit | |
CRemoveItemsUnit | |
CRemoveResourceUnit | |
CReplaceUnit | |
CResetInputUnit | |
CResetManagerStateOverrideUnit | |
CResetMomentumUnit | |
CResetResourcesUnit | |
CResetStateOverrideUnit | |
CResourcePoolChangedUnit | |
CResourceValueChangedUnit | |
CResourceValuesUnit | |
CResourceValueUnit | |
CRunActionNameUnit | |
CRunActionUnit | |
CSaveAreaUnit | |
CSaveUnit | |
CSendCharacterMessagesUnit | |
CSendDamageUnit | |
CSetActionEndableUnit | |
CSetActionNameUnit | |
CSetActionNameVariableUnit | |
CSetActionStartableUnit | |
CSetActionVariableUnit | |
CSetBoolVariableUnit | |
CSetCharacterBoolUnit | |
CSetCharacterFloatUnit | |
CSetCharacterIntUnit | |
CSetCharacterStateUnit | |
CSetCharacterTriggerUnit | |
CSetDialogResultRefUnit | |
CSetDialogResultUnit | |
CSetFloatVariableUnit | |
CSetIntVariableUnit | |
CSetManagerStateOverrideUnit | |
CSetManagerStateUnit | |
CSetMovementTargetUnit | |
CSetPersistenceBoolUnit | |
CSetPersistenceFloatUnit | |
CSetPersistenceIndexUnit | |
CSetPersistenceIntUnit | |
CSetPersistenceStringUnit | |
CSetPersistenceValueUnit | |
CSetPersisterBoolUnit | |
CSetPersisterFloatUnit | |
CSetPersisterIntUnit | |
CSetPersisterStringUnit | |
CSetPersisterValueUnit | |
CSetPlayableControllerBoolUnit | |
CSetPlayableControllerFloatUnit | |
CSetPlayableControllerIntUnit | |
CSetPlayableControllerStateUnit | |
CSetPlayableControllerTriggerUnit | |
CSetStateOverrideUnit | |
CSetStateUnit | |
CSetStringVariableUnit | |
CSetVariableUnitBase | |
CShowDialogOptionsRefUnit | |
CShowDialogOptionsUnit | |
CShowDialogRefUnit | |
CShowDialogTextRefUnit | |
CShowDialogTextUnit | |
CShowDialogUnit | |
CStartActionNameUnit | |
CStartActionUnit | |
CStateChangedUnit | |
CStateEnteredUnit | |
CStateExitedUnit | |
CStateInfoUnit | |
CStateStartedUnit | |
CStateTransitionedUnit | |
CStatMultiplierInstructionUnit | |
CSuspendControlInstructionUnit | |
CSuspendMovementCollisionInstructionUnit | |
CSuspendMovementControlInstructionUnit | |
CSuspendMovementInstructionUnit | |
CSuspendMovementPartsInstructionUnit | |
CSuspendMovementPersistenceInstructionUnit | |
CSuspendReceiveDamageInstructionUnit | |
CSuspendSendDamageInstructionUnit | |
CTeleportCharacterUnit | |
CUnityEventUnit | |
CUnityEventUnitCustomArgs | |
CUnityEventUnitCustomOutput | |
CUnityEventUnitOtherArgs | |
CVector2DirectionUnit | |
CVectorInputReceivedUnit | |
CVisualScriptingActionInfoUnit | |
CAnimatedCharacterBase | |
CAnimationEventFuncs | Exposes a couple basic gameobject methods so they can be used in animation events |
CAnimationToggler | Behaviour that moves an animator between two states GoA,GoB or Toggle has to be called by somthing else like a TriggerArea<TArea, TItem> or a ButtonAction useful for things like moving platforms and elevator(in combination with a CharacterCarrierArea) |
CAnimatorBoolInstruction | Sets a bool parameter in an animator and resets it to the opposite value |
CAnimatorFloatInstruction | Sets a float parameter in an animator |
CAnimatorIntInstruction | Sets a int parameter in an animator |
CAnimatorParameterSetter | Helper that enables setting bool, int and float parameters on an animator from a UnityEngine.Events.UnityEvent in the inspector |
CAnimatorProxy | Forwards animator events and root motion to a character needed when a character needs them but can't sit on the same gameobject as the animator |
CAnimatorSpeedMultiplierInstruction | Multiplies animator speed with a value, resets speed to 1 |
CAttributeEffect | Effect that modifies an attribute while it is active by adding to it |
CAttributeMultiplierInstruction | Multiplies the attributes of its character while it is active for examplem a buff that increases strength by 10% |
►CAttributePool | Manages the modification and observation of a defined set of attributes and stats has built in support for stats that define a resources maximum(max health, max stamine, ...) |
CAttributeData | |
CResourceMaximum | |
CValueData | |
CAttributePoolText | Shows all attribute values of a pool in a text component, useful for debugging |
CAttributeStat | Base class for stats, stats are metrics that do not have a value themselfes instead they are calculated using a base value and then incorporating attributes and modifiers for example a defense stat that has a base value and increases with the characters strength attribute and armor equipment how the final value is calculated is defined in the concrete implementations, modifiers are applied afterwards |
CAttributeStatPanel | Visualizes an AttributeStat and its current value in an AttributePool |
CAttributeStatValue | Serializable utility class that combines a stat with a value useful for configuring stat values in the inspector for example the base stats of an AttributePool or the required stats for equipment |
CAttributeType | Attributes are whole number metrics that may change during the course of the game they start with a value defined in their AttributePool modifiers on top of them may change the value that is returned to the outside word but do not in fact change the attribut value itself |
CAttributeValue | Serializable utility class that combines an attribute with a value useful for configuring attribute values in the inspector for example the starting attributes of an AttributePool or the required attributes for equipment |
CAttributeValuePanel | Visualizes an AttributeType and its current value in an AttributePool |
►CAudioManager | Simple manager that allows playing audio clips by using a key hooking a characters CharacterBase.MessageReceived up to Play(string) enables playing sounds from anything else hooked up to the messageing, usually animators or timelines |
CMusicTrack | |
CSoundEvent | |
CAudioSlider | |
CBehaviourEventTrigger | Unity events invoked by the most common unity messages like Start or OnEnable also contains a couple helper functions that may be useful to be called from the events |
CBoolPersistenceTrigger | Unity events that are fired in relation to a persisted bool for example to disable or enable a barrier when the value is set |
CBufferedCharacterActor | Actor that buffers a requested action for a defined time and starts it if the current action can end in that timeframe |
CButtonAction | Action that repeatedly lets a character interact with some object that is also animated plays an animation on the character and another one on an object when the character reaches a certain point the animation needs to send a START and END message and an ACT message to start the object animation useful for buttons or levers that reset themselfes |
CButtonInputAdapter | |
CButtonOnPlatformModifier | Modifier for the new input system that only acts when a modifier is NOT active when an action is bound to s and another to ctrl+s the new input system would still perform the first one when ctrl was pressed put this modifier with ctrl on the first action to solve that |
CButtonWithoutOneModifier | Modifier for the new input system that only acts when a modifier is NOT active when an action is bound to s and another to ctrl+s the new input system would still perform the first one when ctrl was pressed put this modifier with ctrl on the first action to solve that |
CCameraController | Simple camera controller without lock-on or cinemachine |
CCapacityRaisingItem | Item that raises the ListedInventory.Capacities for another item for example a bigger coin pouch or arrow quiver |
CChangingResourceValue | Resource value that changes its value over time |
CCharacterActionArea | Helper behaviour that gives easy access to any actions that OnTriggerEnter(Collider) if your OnTriggerEnter does not fire check the layer matrix in your physics settings and the collision action matrix at https://docs.unity3d.com/Manual/CollidersOverview.html |
CCharacterActionAreaText | Shows an action areas current action in a ui text, useful for debugging |
CCharacterActionBase | Character actions are, very loosely, defined as anything a character does in the game they typicall have a start and end and may only be started in the right circumstances they are used to encapsulate some behaviour for a character which can then be put on the character itself or some other object it may interact with for example a jump would be an action directly on a character, climbing a ladder or swinging a weapon are actions that are added to the pertaining object |
CCharacterActionBindings | Handles event plumbing between InputAction and CharacterActionBase, simplifies switching out actions behind an input |
CCharacterActorBase | Base class for character actors these actors manage how and when exactly actions can start, are started and ended |
CCharacterAssociation | Can be used to provide a ICharacterAssociator on a specific object to a character somewhere else in the scene |
CCharacterBase | Base class for characters which are, in a way, the brain of the operation characters are the central component that provide access to and coordinate all the other systems(attributes, resources, inventory, movement, actions) they typically handle and redirect input or ai and posess a simple messaging system which is usually forwarded to actors and actions |
CCharacterBaseTyped | Generic base for characters, allows the character implementation to define the type of actor, movement and inventory it needs in its signature |
CCharacterCarrierArea | Area that parents any character that enters it and suspends its movement |
CCharacterControllerMovement | Movement implementation that is built on top of the unity CharacterController meant for player movement it accepts input in OnMove(Vector2) and OnSprint(bool) |
CCharacterDummy | Not actually a character, just implements the OnAnimation method targeted by animationEvents can be put on the gameobject of an animator to suppress errors because the events have no target |
CCharacterInstructionBase | Character instruction can be any kind of change applied to a character all these changes(movement speed, collision suspension, ...) could be just directly applied without creating an instruction bundling them in this form averts the problem of different components fighting for control(eg. both an animation and an item reduce movement speed at the same time) another advantage of instructions is that they can be added directly in the inspector which can add lots of flexibility to actions IF UNITY RANDOMLY DECIDES THAT AN INSTRUCTION IS SUDDENLY NULL TRY REIMPORTING ALL ASSETS TO CLEAR CACHE |
CCharacterInstructionObject | |
CCharacterMessenger | Receives and sends messages to a character, effectively acting as a proxy looks for the character in its parents unless specified useful for catching messages on objects that are instantiated on characters for example to play equipment specific sounds when some animation is performed (different sword slash sounds on a wooden vs metal sword or footsteps with heavy armor) |
CCollisionDebugger | Logs any kind of collision happening on the gameobject, purely for debugging |
CConstantStat | Stat that just returns its base value |
CControllerActionBase | Base class for actions that can use their own animator controllers which overrides the characters by default the controller is started with the action and when it finishes it also ends the action |
CCopyTransform | Copies position and rotation from a target transform to this one |
CDamageEffect | Effect that repeatedly damages the character while active |
CDamageEvent | Event args like class that gets passed through all the participants when damage occurs -PreDamage ist sent to sender and receiver, they can cancel damage at this stage by returning false -OnDamage is sent to sender, receiver and the DamageKind for every damage parameter on the sender -PostDamage is send to sender and receiver |
CDamageInstance | Utility class used in damage senders to keep track of the active damages also manages the timing for ticking damage |
CDamageKind | Base class for damage kinds, typically damages will reduce some resource value which is implemented in ResourceDamage technically though damages can do pretty much anything to the sender and receiver by creating a new implementation of DamageKind and overriding OnDamage |
CDamageParameter | Serializable utility class that combines a damage kind with a value and a tag useful for configuring damage values in the inspector for example the damage of a weapon or trap |
CDebugInstruction | Logs its Apply(CharacterBase) and Reset(CharacterBase) calls to the debugger |
CDescriptionItem | String that will be displayed by the DescriptionText behaviour when this object is selected by the event system for example put this on a button to provide some additional info about what will happen when it is clicked |
CDescriptionText | Displays description texts from an IDescriptionItem that are selected by the event system |
CDestructibleDamageReceiver | Damage receiver that gets destroyed when damaged will be destroyed by any amount of damage unless attached to a character with a ResourcePool(eg. dummies in AdventureSouls) can spawn a destroyed object when it is destroyed and push on its rigidbodies(crates) |
CDestructionPersister | Persister that automatically saves the destruction of its gameobject if it gets awoken again(for example by a scene reload) it reconstructs that state by destroying its gameobject useful for destructible decorators like crates |
CDialogBase | Base class for simple win forms style dialogs(for example 'are you sure?' Yes/No) used from the show method from code or by using the included visual scripting nodes |
CDialogElement | Dialog implementation to be used with the new UI Toolkit |
CDialogTMP | Dialog implementation to be used with TextMeshPro and Unity UI |
CDialogUI | Dialog implementation to be used with Unity UI and legacy Text components |
CEffectBarBase | Base class for ui behaviours that visualize the active effects of a pool takes care of subscribing to the pools events |
CEffectBarElement | Base class for ui toolkit elements that display which effects are active on a character it does so by adding a VisualElement for each effect under the root element check out the ManualResource scene in the AdventureManual project for examples |
CEffectBarPanel | Base class for a canvas panel that displays which effects are active on a character it does so by adding a VisualElement for each effect under the root element check out the ManualResource scene in the AdventureManual project for examples |
CEffectBase | This is the base class for the behaviours that will be instantiated when they are added to an EffectPool derive from this to create a new effect with some unique logic through the Pool property this scripts has access to the character it is instantiated on(EffectPool.Character) typcial examples for effects are things like poison that damage the character or buffs that alter their attributes or stats |
►CEffectPool | Manages the effects that are active on a character when an effect is added it is instantiated as a child of this behaviour effects are persisted and restored when the game is loaded unless they have been added as external external effects are useful for effects that are added by items or triggers which readd the effect when the game is loaded anyway |
CEffectData | |
CEffectValue | |
CEffectPoolText | Shows all active effects of a pool in a text component, useful for debugging |
CEffectResourceValue | Special ChangingResourceValue that adds an effect when it is full and removes it when empty typically ChangingResourceValue.Rate should be negative so the value empties on its own after being raised by some outside source |
CEffectSet | Some set of effects, most commonly used as a set of all effects that the persistence uses to load effects |
CEffectType | Effects are temporary behaviours that are instantiated on the character the EffectType describes the common properties of an effect and contains a reference to the EffectBase that will be instantiated when it is active typical effects are things like buffs and debuffs |
CEquipmentItem | Prefab item that can modify attributes and stats while it is equipped whether it is equippable can be restricted with attribute and stat requirements |
CEventSystemCursor | Behaviour that places a transform over the EventSystem.currentSelectedGameObject which can be used to show a cursor in the UI |
CFadeAndDestroy | Behaviour that wait for some duration, than fades any renderer it finds out and finally destroys its gameobject can be used to just wait and destroy be leaving fade fields empty |
CFloatPersistenceTrigger | Unity events that are fired in relation to a persisted float |
CFocusHelper | Focus and cursor lock handling, disables mouse when the game view is not active in the editor |
CFollower | Makes this gameobject follow a target and copy its active state |
CGenericAction | Action that does nothing on its own and is ended by any kind of bool input |
CGenericCharacter | Concrete implementation for a character that references the other systems by their base classes any implementation can still be assigned in the inspector, the character just wont have access to any special parts in it without casting |
CGenericDamage | Damage that does not do anything on its own, therefore the reaction has to be done by the receiver or sender for example bomb damage in the hero demo is only used as a filter |
CGenericEffect | Basic effect without any special behaviour except adding instructions to the character useful for effects that can be expressed in instruction or are purely cosmetic |
CGenericItem | Item that has no logic itself, can be used for items that are only checked for existence like keys |
CGenericItemSlot | Item slot that has no logic and can be used with any item |
CGenericTriggerArea | Simple generic version of trigger area, useful for hooking stuff up to its events for example gameobjects that should only be active when the player is close or traps |
CGenericTriggerItem | Simple generic version of trigger item, counterpart to GenericTriggerArea this one is most likely situated on the character while the area is some part of the level |
►CGroundChecker | |
CGroundOption | |
CHideCharacterInstruction | Hides the complete character, by default this deactivates the animators gameobject |
CHideSlotInstruction | Hides an item slot while it is active it may not be possible to directly access the slot(for exemple when the action is located on an item) for that reason this instruction uses the item category and an index in case there is more than one |
CIAnimationPreview | |
CIAttributeModifier | Interface for any class the modifies attributes this modification does not change the actual attribute value it is applied when an attribute value is retrieved from the AttributePool for example equipment that provides an attribute bonus(strength ring, vitality pants) |
CICharacterAssociator | Implemented by any behaviour that is owned or otherwise directly associated with a character allows other behaviours and visual scripting nodes to figure out in which characters context they are currently operating |
CIDamageReceiver | Interface for any behaviour that receives damage from a IDamageSender check TriggerDamageReceiver and TriggerDamageSender for a common implementation that can in turn be built upon |
CIDamageSender | Interface for any behaviour that sends damage to a IDamageReceiver check TriggerDamageReceiver and TriggerDamageSender for a common implementation that can in turn be built upon |
CIDescriptionItem | Interface that provides description text for hints or tooltips |
►CInputBindingLabel | |
CUxmlFactory | |
CUxmlTraits | |
CInputBindingText | Visualizes the current binding of an input action(new input system) in a text component refreshs itself when the control method is changed so control hints are seamlessly adjusted |
CInstantiatingItemSlot | Item slot for PrefabItem which instantiates the items prefab while it is equipped |
CInstantiatingItemSlotClone | Duplicates an InstantiatingItemSlot on a different parent and possibly with a different layer used in the hero demo to instantiate gear on the model that is shown in the gear menu |
CIntervalSpawner | Simply spawns some prefab periodically |
CIntPersistenceTrigger | Unity events that are fired in relation to a persisted int |
CInventoryBase | Base class for inventories, inventories manages items and the slots they are equipped to in addition to the simple unlimited ListedInventory a possible use cases could be a re4 style case where item stacks have a position and are limited |
►CInventoryItem | Serializable utility class used in inventories to keep track of item quantity and the slot it is equipped to manages some of the plumbing between item and slot should only be created by an inventory, if you need to show items quantities in the inspector use ItemQuantity |
CInventoryItemData | |
CInventoryItemPanel | Visualizes an InventoryItem in the ui, the item can be forwarded to an ItemPanel to be visualized there |
CInventoryText | Shows all items in the inventory in a text component, useful for debugging |
CIPersister | Interface used to find any persisting behaviour in a scene currently used only by the "Check Keys" and "Generate missing Keys" buttons on the PersistenceContainer |
CIPlayAnimation | Used to identify objects that play PlayableAnimation used for preview and in visual scripting |
CIStatModifier | Interface for any class the modifies stats it is applied when a stat value is retrieved from the AttributePool for example equipment that provides a stat bonus(defense from armor) |
CItemBase | Base class for items, items are anything character can own some amount of implementations can define whether they can be used, equipped or both and then implement some logic that happens in those cases for example a health potion could be used and equipped, when it is equipped it shows up on the characters belt and when it is used it starts a healing action or just directly adds health |
CItemCategory | Category that may be used to group items in the ui |
CItemChance | |
CItemNotification | Visualizes an item quantity that has been added or removed |
CItemNotifications | Spawns an ItemNotification when something is added or removed from an inventory |
CItemPanel | Visualizes an ItemBase in the ui |
CItemPickupArea | Trigger area that adds items to the first character that enters and then destroys itself useful for simple pickups like coins, health or mana pots |
CItemQuantity | Serializable utility class that combines an item with a quantity, useful for configuring items in the inspector for example items that are needed to do something(1xkey to open door) or items contained in a pickup |
CItemQuantityText | Shows the quantity of a particular item in a UI text |
CItemQuantityTextCapped | Shows the quantity of a particular item in a UI text and colors it when its capacity is reached |
CItemsControlBase | Base class for selectable lists of items in ugui creates and manages ui elements based on the contents of a list similar in concept to uitoolkit listview or wpf itemscontrol |
CItemsControlEntryBase | Base class for the entries of a ItemsControlBase<T> that are instantiated for every item used to expose the data of the item to the ui(for example to visualize a single InventoryItem) |
CItemSet | Some set of items, most commonly used as a set of all items that the persistence uses to load items |
CItemSlot | Generic base class for item slots, slots are used to equip items the protected equip(T) and unequip(T) are most important for equipment behaviour for example a helmet item on an amor slot may instantiate some visual and add a modifier to the characters defense in equip, in unequip it would destroy the visual and remove the modifier canEquip can be overridden to define whether a specific item can be equipped at the moment, applyVisibility is used when a slot is hidden(like weapons being hidden while pulling a lever) |
CItemSlotBase | Non-generic base class for item slots, usually the generic ItemSlot<T> should be derived from this |
CItemSlotCategory | Slot category that determines which slots an item can be equipped to |
CItemSlotPanel | Visualizes an ItemSlotBase in the ui, the equipped item can be forwarded to an AdventureCore.InventoryItemPanel to be visualized there |
CItemSlotProxy | Special slot that redirects to one of a number of other slots the actual slot currently being used can be rotated through using NextSlot and PreviousSlot |
►CListedInventory | Simple implementation of an unlimited inventory that simply stores everything in a list |
CListedInventoryData | |
CListedInventoryElement | Visualizes a listed inventory in a ui document |
CListedInventoryEntryPanel | Implementation of ItemsControlEntryBase<T> for ListedInventoryPanel instantiated for every inventory item that is shown in the inventor panel |
CListedInventoryPanel | Visualizes the contents of a ListedInventory and can enable using or equipping the items |
CLockableCameraBase | |
CLockableCameraController | Camera controller for players, provide input in OnInput(InputValue) or SetInput(Vector2) rotates its own transform so it should be put on the pivot for a 3rd person style free look camera can be locked to targets and smoothly transitionto another one with cinemachine virtual cameras, check the exact setup in the AdventureSouls demo |
CLockableCameraFreeLook | Camera controller for players, provide input in OnInput(InputValue) or SetInput(Vector2) rotates its own transform so it should be put on the pivot for a 3rd person style free look camera can be locked to targets and smoothly transitionto another one with cinemachine virtual cameras, check the exact setup in the AdventureSouls demo |
CLockOnCandidateChangedUnit | |
CLockOnManager | Manages the lock on points within its area and decides which one is chosen or switched to it choses the lock on point that is visible(raycast) and closest to the center of the screen horizontally it can also unlock a locked in point after some delay when it becomes invisible |
CLockOnPoint | Point to be locked on by LockOnManager inherit from this and override Show and Hide to react in some way(showing a some lock on visual in 3d space instead of some 2d overlay for example) |
CLockOnTargetChangedUnit | |
CLockOnTargetChangedWithoutHoldingUnit | |
CManualMovement | Movement implementation for characters that handle movement themselfes or dont really need movement |
CManualPersister | Persister that does nothing on its own, it is always used by some other behaviour this helps to encapsulate persistence logic and mostly reduces the actual persistence in game logic multiple behaviours can use the same persister by passing a subKey that will be added to the key of the persister needed by all the core systems to save their data(attributes, inventory, ...) |
CMessageEvent | Serializable utility class that combines a message with an event useful for defining actions for particular messages directly in the inspector for example playing a sound or showing some particles when a weapon is swung |
CMinimalCharacterActor | Actor that only starts an action if there is no other or if the current one can end at the moment if the action can not be started at the moment it is requested it will just tbe discarded |
CMotionAction | Character action that represents a simple animation like jumping or rolling when using TriggerName the animation has to send the START and END messages, RELEASE when Release is checked CharacterAnimation can be used instead of triggering an animation on the characters animator, in this case START is not necessary and END is optional |
CMovableDamageReceiver | Damage receiver that applies an impulse force to a rigidbody when damaged |
CMovementBase | Base class for movements, movements determine how and where a character moves these will be where player or enemy ai input is sent to move the character this base mainly defines standardized ways for other systems like actions to interfere with movement for example a common use is for actions to suspend the actual movement logic and the animator to send root motion movement |
►CMovementBasePersisted | |
CMovementData | |
CMovementMotionMultiplierInstruction | Mutliplies the movement root motion while it is active |
CMovementSpeedMultiplierInstruction | Mutliplies the movement speed while it is active |
CMover | Moves the transforms position and/or rotation every frame can be used to move projectiles forward or to rotate pickups without needing animations |
CMovingDamageSender | Special triggered damage sender that returns its current movement direction as its damage direction useful for moving weapons that change direction and should apply damage in their current movement direction |
CMultipliedStat | Stat that increases the base value by a multiplied attribute value |
CNavApproachAction | Starts an approach on a NavMeshAgentMovement and waits for its completion the target is the MovementBase.Target on the Movement |
CNavMeshAgentMovement | Movement implementation that is built on top of the unity NavMeshAgent meant for enemy movement, use StartApproach(Action, float) to walk to the MovementBase.Target |
CNavPatrolAction | Moves a NavMeshAgentMovement cyclically between the specified points automatically saves its current index into the movements persister with subkey 'PAT' |
CObjectAction | One time action that lets a character interact with some object that is also animated plays an animation on the character and another one on an object when the character reaches a certain point the animation needs to send a START and END message and an ACT message to start the object animation an animation on a second object can also configured so it is is started when the character animation is ending useful for doors or levers(the second end-object could be a gate that opens after the lever has been pulled) |
COverlayElement | Makes a ui element automatically follow a transform |
CPersistedNumberText | Retrieves a number from persistence and visualizes it in a text component |
►CPersistedStringText | Shows all items in the inventory in a text component, useful for debugging |
CTextReplacement | |
CPersistenceArea | Areas are used to group persistence keys that should be saved together they are useful for splitting up smaller data that is saved more often(player position) from larger data that is saved less frequently(world state) another use would be grouping together data so it can be deleted in one go like temporary scene data that gets removed when the player switches scenes |
CPersistenceContainer | Central singleton manager behaviour for anything related to persistence needs to be added to a scene for any persistence to take place any persister in a scene has to go through this container to retrieve or modify persistence data the container is responsible for managing the current data and passing it on to the PersistenceSaver to actually be saved to disk |
CPersistenceData | Utility class used in persistence to hold the current data for one persistence area performs de/serialization when data is retrieved or stored and keeps track of whether it has been changed |
CPersistenceSaverBase | Base class for behaviours that actually commit the persistence data to disk(or whatever else is used to save data these days) this logic is seperated from the persistence container so it can easily be replaced by some custom save logic for cloud or some platform specific use case |
CPersistenceTrigger | Unity events that are fired in relation to a persisted value for example to disable or enable a barrier when some persisted bool is set |
CPersisterBase | Base class for behaviours that are mainly used to persist some kind of state any other class can easily just use the persistence container without using a persister a persister is just a way of seperating persistence logic from other behaviour |
CPickupAction | Action that plays an animation and adds items to the characters inventory, destroys itself afterwards the animation needs to send a START and END message!(Function:OnAnimation Parameter:START/END) has built in persistence so it does not need an extra persister if persistence states it has been used previously it fires its events and destroys itself on start |
CPlaceholderItem | Item that is replaced by another item when added to the inventory(bundles of arrows, higher currency denominations) the actual replacement is handled by the inventory implementation |
CPlayableAnimation | Plays an animation clip or controller on an animator using a playable graph(like a timeline) the original animation continues in the background and gets faded out and back in at the end playing animations that are not part of a characters animator this way allows decoupling actions for example when the animation for pulling a lever is configured in ObjectAction.CharacterAnimation any arbitrary (humanoid)character can use that lever without having the animation in its controller |
CPlayableAnimationMessage | |
CPlayableAnimationParameters | Parameters for PlayableAnimation that are used in behaviours and shown in the inspector |
CPlayableAnimationPlayer | Simple behaviour for playing a PlayableAnimation on a configurable animator when no animator is set the player looks for an ICharacterAssociator in its parents |
CPlayableAnimationTypeAttribute | Can be used to limit the playable parameters to either clip OR controller |
►CPlayerPrefSaver | Simple saver implementation that uses unitys player prefs registry on windows, indexedDb in Web, ... this should be enough for debugging, prototyping and very simple games for larger games implementing a more permanent custom solution is advisable |
CDebugSaveData | |
CEntryData | |
CSaveData | |
CPlaytimePersister | Persists and raises the playtime loads previous playtime on awake and persists it whenever the container is saved uses the scaled time so when Time.timeScale is set to 0 in menus the playtime does not increase |
CPoseAction | Character action that represents a pose the character can go into and will only end once some input occurs can be jumpstarted to go directly to the state of the pose without the animation into it |
CPrefabItem | Item that defines a prefab which is instantiated when equipped in a InstantiatingItemSlot |
CProjectileDamageSender | Special triggered damage sender that moves itself gets destroyed once it has done damage or hits the environment |
CQualityDropdown | Attaches to a dropdown, when the dropdown is changed it sets the QualityLevel accordingly and persists it the contents of the dropdown have to be defined in the ui to fit the quality levels in the settings |
CRandomStatePersister | Persists the state of randomness therefore the results are consistent between play sessions for example loot will be the same if the game is saved and loaded |
CResourceBarBase | Base class for a bar that visualizes a character resource when the resource gets damaged it can show the damage value for a configurable duration check out the ManualResource scene in the AdventureManual project for examples |
CResourceBarElement | Overlay element that display a bar for some character resource when the resource gets damaged it shows the damage value for a configurable duration like all OverlayElements it needs a UIDocument that actually gets displayed check out the ManualResource scene in the AdventureManual project for an example |
►CResourceBarManager | Singleton manager behaviour for resource bars(health bars for example) bars can be manually shown until revoked(lock on) or just temporarily when damage is done |
CResourceBarPrefab | |
CResourceBarPanel | Visualizes a resource using canvas objects and legacy text elements check out the ManualResource scene in the AdventureManual project for an example |
CResourceBarTMP | Visualizes a resource using canvas objects and TextMeshPro text elements check out the ManualResource scene in the AdventureManual project for an example |
CResourceDamage | Damage that reduces some resource value(health), probably the most common kind of damage |
►CResourcePool | Manages the modification and observation of a characters resources resources are behaviours of their own so they can update themselfes on a frame by frame basis any resource of a character has be linked here so it can be easily accessed |
CResourceData | |
CValueData | |
CResourcePoolText | Shows all the resource values of a pool in a text component, useful for debugging |
CResourceQuantity | Serializable utility class that combines a resource with a value useful for configuring resource values in the inspector for example health damage, stamina cost for moves, .. |
CResourceType | Resources are floating point metrics that may change freqently or even frame by frame the actual value of the resource and its logic is defined in the ResourceValue behaviour this scriptable object is only used to identify a kind of resource(health, stamina, ...) |
CResourceValue | Basic resource value that does not change on its own inherit from this class to implement resources with custom logic |
CScriptableHelper | |
CSerialCharacterActor | Base class for any actor that has one active action at a time |
CSlotText | Shows the currently equipped item of a slot |
CSphereDamageSender | Performs a sphere overlap and damages any IDamageReceiver on the colliders/rigidbodies it finds |
CStatEffect | Effect that modifies a stat while it is active by adding to it |
►CStateManager | Simple state manager that acts through unity events |
CStateEntry | |
CStateOverride | |
CTransitionEntry | |
CStatMultiplierInstruction | Multiplies the stat of its character while it is active for example a buff that increases attack by 50% |
CSuspendControlInstruction | Completely stops input from being processed |
CSuspendMovementCollisionInstruction | Suspends collision of the movement, usefull when an action moves a character somwhere that its usual collision would not allow for example a gap in a wall or even a ladder that would collide with the movement collision |
CSuspendMovementControlInstruction | Suspends movement from processing controls but leaves movement otherwise running for example when jumping the player may not be allowed to change direction |
CSuspendMovementInstruction | Suspends movement entirely, useful when an action takes over movement while it is active for example attacks that have root motion |
CSuspendMovementPartsInstruction | Suspends movement translation and/or rotation more fine grained version of SuspendMovementInstruction |
CSuspendMovementPersistenceInstruction | Pauses persistence of the movement, for example when standing on a moving platform or in a hazardous area |
CSuspendReceiveDamageInstruction | Incoming damage is discarded while this instruction is active for example i-frames in a rolling or dodge animation |
CSuspendSendDamageInstruction | No damage is sent while this instruction is active |
CTargetCharacterActor | Minimal actor that tries to perform whatever action is set as Target without forcing it this is useful for debugging and visual scripting, you simply set the field without worrying about state |
►CTieredStat | Stat that increases by some value for every point in an attribute how much it increases at a particular value is defined in tiers this can be used to implement diminishing or increasing returns for example vitality could increase health by 10 for the first 5 points and then by some other value |
CTier | |
CTimedAction | Action that does nothing on its own and ends after a defined duration |
CTimelineAction | Action that plays a timeline and ends when it is finished |
CTimeoutEffect | Effect that terminates itself after a defined duration has run out |
CTriggerArea | Generic base class for trigger areas that are entered by trigger items in unity gameobjects that are destroyed do not exit collision which can be annoying by having scripts on both sides of the collision and registering with each other we can make sure to always get enter and exit either implement a custom script that performs some logic with the participants(like lock on, damage) or use the GenericTriggerArea to add logic to the events in the inspector(traps in AdventureSouls) keep in mind this is meant for triggers not collisions, if you have problems getting the events check https://docs.unity3d.com/Manual/CollidersOverview.html |
CTriggerDamageReceiver | Damage receiver that gets damaged by TriggerDamageSender when unity trigger events occur (OnTriggerEnter/OnTriggerExit(2D)) |
CTriggerDamageSender | Damage sender that damages TriggerDamageReceiver when unity trigger events occur (OnTriggerEnter/OnTriggerExit(2D)) |
CTriggerItem | Counterpart to TriggerArea<TArea, TItem> |
CUIDebugger | Logs the currently focused ui toolkit element every frame |
CUsableItem | Item that can add attributes, stats and effects when used |
CVisualScriptingAction | Character action meant for actions mainly driven by a script machine exposes some additional events and properties to support that |
►NAdventureExtras | |
CAdventureExtras | This script only exists to circumvent the 'empty asmdef' warning ;) |
►NAdventureHero | |
►NAssets | |
►NSoftLeitner | |
►NAdventureHero | |
►NScripts | |
►NActions | |
CHeroHoldableAction | Can be used to nest actions that are not holdable by themselves |
►NVisualScripting | |
CHeroInfoUnit | |
CHeroSheathingUnit | |
CHeroActionOverrideInstruction | Instruction that sets the "ActionOverride" visual scripting scene variable |
CHeroActionPanel | Visualizes the current context action(opening chests, carrying stuff, ...) |
CHeroBlockAction | Action that allows characters to push and pull on a block ends when the button is released(CONTEXT_ACTION_RELEASE message sent from visual scripting) |
CHeroBoulder | |
CHeroCarryAction | Action for carrying and subsequently throwing objects the configured rigidbody is changed to isKinematic and parented to the ItemParentOverhead set on the player character when it is thrown the rigidbody is unparented and pushed |
CHeroChestAction | Action for chests that can be opened and add items to the players inventory |
CHeroClimbAction | Action that starts itself when close to fitting colliders if the input is pushed towards the collider while climbing the character moves along the selected collider, movement is limited by checking directional points automatically ends when moving down if the character is grounded and the collider ends can also finish in a pull up if the collider ends at the top and fitting ground is detected only works with convex colliders because Physics.ClosestPoint(Vector3, Collider, Vector3, Quaternion) is used climbing only works on one item at a time, multiple colliders can be used by combining them in a rigidbody |
CHeroEquipmentItem | Equipment items can be assigned to equipment buttons, when the assigned button is pressed the action on the instantiated item is started |
CHeroEquipmentSlot | Item slot for equipment in the hero demo(bombs, grapple hook, ...) instantiates the action prefab that hero equipment items define when equipped overrides the regular usage mechanism to start that action instead |
CHeroGearToggle | Logic for an entry in the gear pause menu visualizes the item and equips/unequips it when the toggle is changed |
CHeroGuardAction | Action that holds up a shield in the players direction this is done by activating an animation and rotating IK bones |
CHeroHealthBar | Visualizes a resource(health) using quartered sprites(hearts) |
CHeroHealthUnit | Combines the images for regular and health sprites for use in HeroHealthBar |
CHeroItemButton | Logic for an entry in the equipment pause menu visualizes the item and starts its action when the buttons is pressed |
CHeroMenu | Manages menu animation, tab changing and quitting the game |
CHeroMenuTab | One tab in the pause menu(gear, equipment, ...) provides events on activation, selects its first selectable when activated(needed for gamepad navigation) |
CHeroPickupArea | Slighty modified ItemPickupArea that lets the player character know about picked up items so it can play a special pickup animation for new or special ones |
►CHeroPlayerCharacter | Central character component for the player character used to configure various transforms, manages item pickup animation for newly and special items and sheathing of sword and shield |
CIHoldable | |
CHeroSlingAction | Action that fires a projectile from a slingshot controls the slingshot model visibility and animation adjusts character IK to align with target or camera direction instantiates projectile and removes ammo when button is released |
CHeroSlotPanel | Visualizes the item currently equipped to a slot and manages the assignment animation moving the item from the equipment menu to the slot in the HUD |
►NAdventureManual | |
CAdventureManual | This script only exists to circumvent the 'empty asmdef' warning ;) |
►NAdventureSouls | |
►NVisualScripting | |
CSoulsNPCActionsUnit | |
CSoulsNPCStateUnit | |
CSoulsPerformNPCActionUnit | |
CSoulsWeaponActionsUnit | |
CICritical | Interface for any character that can crit checked when SoulsAttackAction.CanCritical is set and the attack receives input |
CIGetCritted | Interface for any character that can get critted carries some info about its state and position so the crit can check if it lines up to any of the critteds openings |
CIGetGuardBroken | Interface for any character that can be guard broken by a parry when a character with this interface damages another that is currently parrying it gets guard broken this usually opens it up for a crit or at least puts it out of comission for a time |
CIGetStaggered | Interface for characters that can get staggered, happens when the character hits into a guard action without breaking it |
CSoulsAppearanceInfo | |
CSoulsArmorItem | Item that is visualized with a mesh renderer and carries some stat bonuses the logic that actually applies the bonuses and shows the mesh sits in SoulsArmorSlot this is done because the slot has access to the character while the item carries no runtime data |
CSoulsArmorSlot | Slot for SoulsArmorItem, instantiates the armor mesh on the character and applies its bonuses |
CSoulsArrowItem | Item that holds the visual and projectile for arrows that are used in SoulsShootAction |
CSoulsArrowSlot | Slot for SoulsArrowItem |
CSoulsAttackAction | Action for basic melee attacks that may combo into additional hits in addition to START/END there are messages to control whether the weapon damage shoud be active(DMG_ON/DMG_OFF) the COMBO message should be sent when the animation is ready to transition into another attack |
►CSoulsAttributeElement | |
CUxmlFactory | |
CSoulsBonfireAction | Plays the correspondig timelines when entering, sitting or leaving a bonfire also responsible for aligning the character and camera as well as triggering the level up menu and the scene/character reset changing state entering>active and exiting>ended happens automatically when the timeline ends active>exiting is triggered when a cancel input(bool:false) is sent when the user presses B or the leave button the characters animator is autoamtically assigned to missing bindings which lets us decouple bonfires from the player character |
CSoulsBossArea | Boss area that closes off the player when the fight starts, triggers its health bar and handles persistence ends when the boss is destroyed which happens either when it is defeated or when the scene is unloaded because the player died + it suspends persistence during the fight so if the player quits out he starts back before the fight started if the fight has been previously won it removes the boss on start |
CSoulsCharacterBase | Defines some common logic for the different charcters in the souls demo this currently includes the guard, stagger, parry, guard break logic as well as the ragdoll |
CSoulsCommons | Singleton game manager class, this is where logic sits that pertains to the Game holds the more widely used types so they dont have to be set in a bunch of places(health, defense, ...) also reponsible for scene and save management |
CSoulsCriticalAction | Action that gets checked by attacks with SoulsAttackAction.CanCritical can only start when the trigger of a character with IGetCritted is in its trigger area it also checks if that angle is right for a front/back crit provided the critted character is open there when it is actually started it forces the critted character into a SoulsCrittedAction in addition ot START/END a HIT message has to be sent to indicate to moment of impact |
CSoulsCrittedAction | Action started on a critted character by SoulsCriticalAction moves the character to the appropriate position to be critted |
CSoulsDungeon | Scene logic for the dungeon level |
CSoulsEnemyCharacter | Basic enemy character which extends the basic NPC with a trigger area that aggroes to any character that enters it |
CSoulsEquipmentPanel | |
CSoulsFriendCharacter | Basic friendly NPC that only aggroes if hit more than once and has a some action that player can interact with(talking, trading, ...) the first time it is hit it will equip any weapon in its inventory and if it goes below half health it will try to heal |
CSoulsGuardAction | Action for holding up a weapon(typically a shield) that guards the character from damage |
CSoulsHideHUDInstruction | Instruction that hides the HUD while it is active(for cutscenes or sitting at the bonfire) |
CSoulsHideWeaponsInstruction | Instruction that hides the configured weapon slots when active(when opening doors, climbing ladders) the generic HideSlotInstruction would have also worked but having both in one is more convenient |
CSoulsHUD | |
►CSoulsInput | |
CActActions | |
CActionActions | |
CIActActions | |
CIActionActions | |
CILookActions | |
CIMoveActions | |
CISystemActions | |
CIUIActions | |
CLookActions | |
CMoveActions | |
CSystemActions | |
CUIActions | |
CSoulsInventoryPanel | |
►CSoulsItemElement | |
CUxmlFactory | |
►CSoulsItemSelector | |
CResult | |
CSoulsLadderAction | Action for climbing ladders with configurable segment count ENTER/EXIT messages are used to get on or off, the PASS message indicates that a segment has been successfully de-/ascended |
CSoulsLadderEnterAction | Proxy action for SoulsLadderAction needed so the ladder action knows if the character is at the start or end |
CSoulsLevelUp | |
CSoulsLoading | |
CSoulsMenu | |
CSoulsMenuPanel | |
CSoulsMorningstar | Simple boss enemy with a stomp for longer distances, a spin for when the player is behind it and a smash |
CSoulsNewGameDialog | |
►CSoulsNonPlayerCharacter | Common base for simple NPC characters that can be idle or attacking by default it starts attacking when hit and will attack until it runs out of stamina, recover and repeat |
CNPCData | |
CSoulsParryAction | Action that can guard break another character if it deals damage to it between PARRY_ON and PARRY_OFF starting the actual guardBreak is done in CharacterBase.PreDamageReceive(IDamageSender, IDamageReceiver) |
CSoulsPickupAction | |
CSoulsPlayerCharacter | Ties together all the logic directly associated with the player |
CSoulsRecoverAction | Action for enemies that plays an animation while it refills a resource and ends when it is fully replenished |
CSoulsRecoveryAction | Similar to a pickup but instead of an item it gives the player the xp that was dropped on the last death |
►CSoulsSaveElement | |
CUxmlFactory | |
CSoulsSaveInfo | Info that is persisted for every save slot and displayed in the main menu |
CSoulsShootAction | Action for firing projectiles from a bow weapon that is drawn uses SoulsArrowItem for the visual that is displayed during draw when it is fired the arrows projectile is created and one arrow is removed from inventory |
►CSoulsSlotElement | |
CUxmlFactory | |
CSoulsStamina | Special kind of refilling resource empties when the movement is sprinting stops refilling when the character is acting |
CSoulsSuspendActingInstruction | Disables all Act inputs while active |
CSoulsSystemPanel | |
CSoulsTalkAction | |
CSoulsTeleportAction | |
CSoulsTitle | |
►CSoulsTradeAction | |
CTradeActionData | |
CTradeItem | |
CTradeItemData | |
CSoulsTrading | |
CSoulsTwoHandAction | Action that toggles a weapons two handedness and ends immediately for example bows can't do anything onehanded so this action is put into the attacks instead |
CSoulsUsableAction | Action for usable items the POCKET message is used to indicate the character reaching into its pocket before and after using the item ACT is used to indicate the character actually using the item and for its effects to occur |
CSoulsUsableItem | Item that has an action which may use the item using the item will then add some resources to the character |
CSoulsUsableSlot | Instantiates the action/visual of the item equipped to it and binds input to its activation |
CSoulsUsableSlots | Special item slot proxy that rebinds input to the current usable slot when the slots behind the proxy are rotated through |
►CSoulsWeapon | Weapon behaviour carries attack actions for either hand as well as its base damage its prefab is configured on the SoulsWeaponItem and it gets instantiated by the SoulsWeaponSlot on equip that base damage can be modified by the attacks and by stat bonuses |
CDamageBonus | |
CSoulsWeaponItem | Weapon item carries the SoulsWeapons prefab which actually holds all the action and damage information |
CSoulsWeaponSlot | Instantiates the SoulsWeapon and binds inputs to the appropriate actions |