CAdventureSouls.SoulsInput.ActActions | |
CAdventureSouls.SoulsInput.ActionActions | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionAreaChangedUnit > | |
CAdventureCore.Editor.VisualScripting.ActionAreaChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionAreaUnit > | |
CAdventureCore.Editor.VisualScripting.ActionAreaDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionChangedUnit > | |
CAdventureCore.Editor.VisualScripting.ActionChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionEndableChangedUnit > | |
CAdventureCore.Editor.VisualScripting.ActionEndableChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionEndedUnit > | |
CAdventureCore.Editor.VisualScripting.ActionEndedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionEndingUnit > | |
CAdventureCore.Editor.VisualScripting.ActionEndingDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionInfoUnit > | |
CAdventureCore.Editor.VisualScripting.ActionInfoDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionMessageReceivedUnit > | |
CAdventureCore.Editor.VisualScripting.ActionMessageReceivedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionStartableChangedUnit > | |
CAdventureCore.Editor.VisualScripting.ActionStartableChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionStartedUnit > | |
CAdventureCore.Editor.VisualScripting.ActionStartedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionStartingUnit > | |
CAdventureCore.Editor.VisualScripting.ActionStartingDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActivateDamageUnit > | |
CAdventureCore.Editor.VisualScripting.ActivateDamageDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActorInfoUnit > | |
CAdventureCore.Editor.VisualScripting.ActorInfoDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActorTargetUnit > | |
CAdventureCore.Editor.VisualScripting.ActorTargetDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AddAttributeUnit > | |
CAdventureCore.Editor.VisualScripting.AddAttributeDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AddEffectUnit > | |
CAdventureCore.Editor.VisualScripting.AddEffectDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AddInstructionUnit > | |
CAdventureCore.Editor.VisualScripting.AddInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AddItemsUnit > | |
CAdventureCore.Editor.VisualScripting.AddItemsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AddResourceUnit > | |
CAdventureCore.Editor.VisualScripting.AddResourceDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AlignToPositionUnit > | |
CAdventureCore.Editor.VisualScripting.AlignToPositionDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AlignToTargetUnit > | |
CAdventureCore.Editor.VisualScripting.AlignToTargetDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AreaCharactersUnit > | |
CAdventureCore.Editor.VisualScripting.AreaCharactersDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AreaItemsUnit > | |
CAdventureCore.Editor.VisualScripting.AreaItemsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AssociatedCharacterUnit > | |
CAdventureCore.Editor.VisualScripting.AssociatedCharacterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AttributePoolChangedUnit > | |
CAdventureCore.Editor.VisualScripting.AttributePoolChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AttributeValuesUnit > | |
CAdventureCore.Editor.VisualScripting.AttributeValuesDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AttributeValueUnit > | |
CAdventureCore.Editor.VisualScripting.AttributeValueDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< BoolInputReceivedUnit > | |
CAdventureCore.Editor.VisualScripting.BoolInputReceivedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CanAddItemsUnit > | |
CAdventureCore.Editor.VisualScripting.CanAddItemsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CancelCharacterUnit > | |
CAdventureCore.Editor.VisualScripting.CancelCharacterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CancelPlayableAnimationUnit > | |
CAdventureCore.Editor.VisualScripting.CancelPlayableAnimationDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CharacterEnterUnit > | |
CAdventureCore.Editor.VisualScripting.CharacterEnterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CharacterExitUnit > | |
CAdventureCore.Editor.VisualScripting.CharacterExitDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CharacterMessageReceivedUnit > | |
CAdventureCore.Editor.VisualScripting.CharacterMessageReceivedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckActionEndableUnit > | |
CAdventureCore.Editor.VisualScripting.CheckActionEndableDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckActionNameUnit > | |
CAdventureCore.Editor.VisualScripting.CheckActionNameDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckActionStartableUnit > | |
CAdventureCore.Editor.VisualScripting.CheckActionStartableDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckActionUnit > | |
CAdventureCore.Editor.VisualScripting.CheckActionDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckAttributeValueUnit > | |
CAdventureCore.Editor.VisualScripting.CheckAttributeValueDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckEffectUnit > | |
CAdventureCore.Editor.VisualScripting.CheckEffectDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckEquipmentUnit > | |
CAdventureCore.Editor.VisualScripting.CheckEquipmentDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckItemCategoryQuantityUnit > | |
CAdventureCore.Editor.VisualScripting.CheckItemCategoryQuantityDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckItemQuantityUnit > | |
CAdventureCore.Editor.VisualScripting.CheckItemQuantityDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckMovementTargetDistanceUnit > | |
CAdventureCore.Editor.VisualScripting.CheckMovementTargetDistanceDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckPersistenceUnit > | |
CAdventureCore.Editor.VisualScripting.CheckPersistenceDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckPersisterUnit > | |
CAdventureCore.Editor.VisualScripting.CheckPersisterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckResourceValueUnit > | |
CAdventureCore.Editor.VisualScripting.CheckResourceValueDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ConfirmCharacterUnit > | |
CAdventureCore.Editor.VisualScripting.ConfirmCharacterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CreatePlayableAnimationClipUnit > | |
CAdventureCore.Editor.VisualScripting.CreatePlayableAnimationClipDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CreatePlayableAnimationControllerUnit > | |
CAdventureCore.Editor.VisualScripting.CreatePlayableAnimationControllerDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagedCharacterTotalUnit > | |
CAdventureCore.Editor.VisualScripting.DamagedCharacterTotalDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagedCharacterUnit > | |
CAdventureCore.Editor.VisualScripting.DamagedCharacterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagedTriggerTotalUnit > | |
CAdventureCore.Editor.VisualScripting.DamagedTriggerTotalDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagedTriggerUnit > | |
CAdventureCore.Editor.VisualScripting.DamagedTriggerDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamageSenderUnit > | |
CAdventureCore.Editor.VisualScripting.DamageSenderDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagingCharacterUnit > | |
CAdventureCore.Editor.VisualScripting.DamagingCharacterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagingTriggerUnit > | |
CAdventureCore.Editor.VisualScripting.DamagingTriggerDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DeactivateDamageUnit > | |
CAdventureCore.Editor.VisualScripting.DeactivateDamageDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DeleteAreaUnit > | |
CAdventureCore.Editor.VisualScripting.DeleteAreaDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DeleteUnit > | |
CAdventureCore.Editor.VisualScripting.DeleteDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DestroyPlayableAnimationUnit > | |
CAdventureCore.Editor.VisualScripting.DestroyPlayableAnimationDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DialogClosingRefUnit > | |
CAdventureCore.Editor.VisualScripting.DialogClosingRefDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DialogClosingUnit > | |
CAdventureCore.Editor.VisualScripting.DialogClosingDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DialogContinuingRefUnit > | |
CAdventureCore.Editor.VisualScripting.DialogContinuingRefDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DialogContinuingUnit > | |
CAdventureCore.Editor.VisualScripting.DialogContinuingDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DialogOpeningRefUnit > | |
CAdventureCore.Editor.VisualScripting.DialogOpeningRefDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DialogOpeningUnit > | |
CAdventureCore.Editor.VisualScripting.DialogOpeningDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DialogsInfoUnit > | |
CAdventureCore.Editor.VisualScripting.DialogsInfoDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DialogWaitingRefUnit > | |
CAdventureCore.Editor.VisualScripting.DialogWaitingRefDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DialogWaitingUnit > | |
CAdventureCore.Editor.VisualScripting.DialogWaitingDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EffectAddedUnit > | |
CAdventureCore.Editor.VisualScripting.EffectAddedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EffectPoolChangedUnit > | |
CAdventureCore.Editor.VisualScripting.EffectPoolChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EffectRemovedUnit > | |
CAdventureCore.Editor.VisualScripting.EffectRemovedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EffectsUnit > | |
CAdventureCore.Editor.VisualScripting.EffectsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EquipItemCategoryUnit > | |
CAdventureCore.Editor.VisualScripting.EquipItemCategoryDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EquipItemUnit > | |
CAdventureCore.Editor.VisualScripting.EquipItemDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< FocusDialogRefUnit > | |
CAdventureCore.Editor.VisualScripting.FocusDialogRefDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< FocusDialogUnit > | |
CAdventureCore.Editor.VisualScripting.FocusDialogDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetActionUnit > | |
CAdventureCore.Editor.VisualScripting.GetActionDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetCharacterBoolUnit > | |
CAdventureCore.Editor.VisualScripting.GetCharacterBoolDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetCharacterFloatUnit > | |
CAdventureCore.Editor.VisualScripting.GetCharacterFloatDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetCharacterIntUnit > | |
CAdventureCore.Editor.VisualScripting.GetCharacterIntDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetCharacterUnit > | |
CAdventureCore.Editor.VisualScripting.GetCharacterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetOffsetRotationUnit > | |
CAdventureCore.Editor.VisualScripting.GetOffsetRotationDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetPersistenceIndexUnit > | |
CAdventureCore.Editor.VisualScripting.GetSaveIndexDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetPlayableAnimationUnit > | |
CAdventureCore.Editor.VisualScripting.GetPlayableAnimationDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< HasEffectUnit > | |
CAdventureCore.Editor.VisualScripting.HasEffectDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< HasItemUnit > | |
CAdventureCore.Editor.VisualScripting.HasItemDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< HeroInfoUnit > | |
CAdventureCore.Editor.VisualScripting.HeroInfoDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< HeroSheathingUnit > | |
CAdventureCore.Editor.VisualScripting.HeroSheathingDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< IntegerInputReceivedUnit > | |
CAdventureCore.Editor.VisualScripting.IntegerInputReceivedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< InventoryChangedUnit > | |
CAdventureCore.Editor.VisualScripting.InventoryChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< InventoryItemsUnit > | |
CAdventureCore.Editor.VisualScripting.InventoryItemsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ItemCategoryQuantityUnit > | |
CAdventureCore.Editor.VisualScripting.ItemCategoryQuantityDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ItemEnterUnit > | |
CAdventureCore.Editor.VisualScripting.ItemEnterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ItemExitUnit > | |
CAdventureCore.Editor.VisualScripting.ItemExitDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ItemQuantityUnit > | |
CAdventureCore.Editor.VisualScripting.ItemQuantityDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< KeepMovementTargetAlignedUnit > | |
CAdventureCore.Editor.VisualScripting.KeepMovementTargetAlignedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LoadAreaUnit > | |
CAdventureCore.Editor.VisualScripting.LoadAreaDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LoadUnit > | |
CAdventureCore.Editor.VisualScripting.LoadDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockedActionUnit > | |
CAdventureCore.Editor.VisualScripting.LockedActionDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockedCharacterUnit > | |
CAdventureCore.Editor.VisualScripting.LockedCharacterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockOnCandidateChangedUnit > | |
CAdventureCore.Editor.VisualScripting.LockOnCandidateChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockOnManagerUnit > | |
CAdventureCore.Editor.VisualScripting.LockOnManagerDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockOnTargetChangedUnit > | |
CAdventureCore.Editor.VisualScripting.LockOnTargetChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockOnTargetChangedWithoutHoldingUnit > | |
CAdventureCore.Editor.VisualScripting.LockOnTargetChangedWithoutHoldingDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LogUnit > | |
CAdventureCore.Editor.VisualScripting.LogDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ManagerStateChangedUnit > | |
CAdventureCore.Editor.VisualScripting.ManagerStateChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ManagerStateEnteredUnit > | |
CAdventureCore.Editor.VisualScripting.ManagerStateEnteredDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ManagerStateExitedUnit > | |
CAdventureCore.Editor.VisualScripting.ManagerStateExitedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ManagerStateInfoUnit > | |
CAdventureCore.Editor.VisualScripting.ManagerStateInfoDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< MoveCharacterUnit > | |
CAdventureCore.Editor.VisualScripting.MoveCharacterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< MovementInfoUnit > | |
CAdventureCore.Editor.VisualScripting.MovementInfoDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< MovementTargetUnit > | |
CAdventureCore.Editor.VisualScripting.MovementTargetDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< MovementVectorsUnit > | |
CAdventureCore.Editor.VisualScripting.MovementVectorsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PerformActionNameUnit > | |
CAdventureCore.Editor.VisualScripting.PerformActionNameDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PerformActionUnit > | |
CAdventureCore.Editor.VisualScripting.PerformActionDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayableAnimationClipSettingsUnit > | |
CAdventureCore.Editor.VisualScripting.PlayableAnimationClipSettingsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayableAnimationClipUnit > | |
CAdventureCore.Editor.VisualScripting.PlayableAnimationClipDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayableAnimationControllerSettingsUnit > | |
CAdventureCore.Editor.VisualScripting.PlayableAnimationControllerSettingsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayableAnimationControllerUnit > | |
CAdventureCore.Editor.VisualScripting.PlayableAnimationControllerDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayableAnimationInfoUnit > | |
CAdventureCore.Editor.VisualScripting.PlayableAnimationInfoDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayAnimationUnit > | |
CAdventureCore.Editor.VisualScripting.PlayAnimationDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayAudioUnit > | |
CAdventureCore.Editor.VisualScripting.PlayAudioDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayManagerAudioUnit > | |
CAdventureCore.Editor.VisualScripting.PlayManagerAudioDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayManagerMusicUnit > | |
CAdventureCore.Editor.VisualScripting.PlayManagerMusicDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayMusicUnit > | |
CAdventureCore.Editor.VisualScripting.PlayMusicDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayPlayableAnimationUnit > | |
CAdventureCore.Editor.VisualScripting.PlayPlayableAnimationDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RagdollUnit > | |
CAdventureCore.Editor.VisualScripting.RagdollDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RemoveAttributeUnit > | |
CAdventureCore.Editor.VisualScripting.RemoveAttributeDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RemoveEffectUnit > | |
CAdventureCore.Editor.VisualScripting.RemoveEffectDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RemoveInstructionUnit > | |
CAdventureCore.Editor.VisualScripting.RemoveInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RemoveItemsUnit > | |
CAdventureCore.Editor.VisualScripting.RemoveItemsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RemoveResourceUnit > | |
CAdventureCore.Editor.VisualScripting.RemoveResourceDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ReplaceUnit > | |
CAdventureCore.Editor.VisualScripting.ReplaceDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResetInputUnit > | |
CAdventureCore.Editor.VisualScripting.ResetInputDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResetManagerStateOverrideUnit > | |
CAdventureCore.Editor.VisualScripting.ResetManagerStateOverrideDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResetMomentumUnit > | |
CAdventureCore.Editor.VisualScripting.ResetMomentumDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResetResourcesUnit > | |
CAdventureCore.Editor.VisualScripting.ResetResourcesDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResetStateOverrideUnit > | |
CAdventureCore.Editor.VisualScripting.ResetStateOverrideDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResourcePoolChangedUnit > | |
CAdventureCore.Editor.VisualScripting.ResourcePoolChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResourceValueChangedUnit > | |
CAdventureCore.Editor.VisualScripting.ResourceValueChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResourceValuesUnit > | |
CAdventureCore.Editor.VisualScripting.ResourceValuesDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResourceValueUnit > | |
CAdventureCore.Editor.VisualScripting.ResourceValueDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RunActionNameUnit > | |
CAdventureCore.Editor.VisualScripting.RunActionNameDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RunActionUnit > | |
CAdventureCore.Editor.VisualScripting.RunActionDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SaveAreaUnit > | |
CAdventureCore.Editor.VisualScripting.SaveAreaDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SaveUnit > | |
CAdventureCore.Editor.VisualScripting.SaveDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SendCharacterMessagesUnit > | |
CAdventureCore.Editor.VisualScripting.SendCharacterMessagesDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SendDamageUnit > | |
CAdventureCore.Editor.VisualScripting.SendDamageDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetActionEndableUnit > | |
CAdventureCore.Editor.VisualScripting.SetActionEndableDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetActionNameUnit > | |
CAdventureCore.Editor.VisualScripting.SetActionNameDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetActionNameVariableUnit > | |
CAdventureCore.Editor.VisualScripting.SetActionNameVariableDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetActionStartableUnit > | |
CAdventureCore.Editor.VisualScripting.SetActionStartableDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetCharacterBoolUnit > | |
CAdventureCore.Editor.VisualScripting.SetCharacterBoolDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetCharacterFloatUnit > | |
CAdventureCore.Editor.VisualScripting.SetCharacterFloatDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetCharacterIntUnit > | |
CAdventureCore.Editor.VisualScripting.SetCharacterIntDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetCharacterStateUnit > | |
CAdventureCore.Editor.VisualScripting.SetCharacterStateDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetCharacterTriggerUnit > | |
CAdventureCore.Editor.VisualScripting.SetCharacterTriggerDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetDialogResultRefUnit > | |
CAdventureCore.Editor.VisualScripting.SetDialogResultRefDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetDialogResultUnit > | |
CAdventureCore.Editor.VisualScripting.SetDialogResultDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetManagerStateOverrideUnit > | |
CAdventureCore.Editor.VisualScripting.SetManagerStateOverrideDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetManagerStateUnit > | |
CAdventureCore.Editor.VisualScripting.SetManagerStateDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetMovementTargetUnit > | |
CAdventureCore.Editor.VisualScripting.SetMovementTargetDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPersistenceIndexUnit > | |
CAdventureCore.Editor.VisualScripting.SetSaveIndexDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPlayableControllerBoolUnit > | |
CAdventureCore.Editor.VisualScripting.SetPlayableControllerBoolDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPlayableControllerFloatUnit > | |
CAdventureCore.Editor.VisualScripting.SetPlayableControllerFloatDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPlayableControllerIntUnit > | |
CAdventureCore.Editor.VisualScripting.SetPlayableControllerIntDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPlayableControllerStateUnit > | |
CAdventureCore.Editor.VisualScripting.SetPlayableControllerStateDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPlayableControllerTriggerUnit > | |
CAdventureCore.Editor.VisualScripting.SetPlayableControllerTriggerDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetStateOverrideUnit > | |
CAdventureCore.Editor.VisualScripting.SetStateOverrideDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetStateUnit > | |
CAdventureCore.Editor.VisualScripting.SetStateDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ShowDialogOptionsRefUnit > | |
CAdventureCore.Editor.VisualScripting.ShowDialogOptionsRefDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ShowDialogOptionsUnit > | |
CAdventureCore.Editor.VisualScripting.ShowDialogOptionsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ShowDialogRefUnit > | |
CAdventureCore.Editor.VisualScripting.ShowDialogRefDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ShowDialogTextRefUnit > | |
CAdventureCore.Editor.VisualScripting.ShowDialogTextRefDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ShowDialogTextUnit > | |
CAdventureCore.Editor.VisualScripting.ShowDialogTextDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ShowDialogUnit > | |
CAdventureCore.Editor.VisualScripting.ShowDialogDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SoulsNPCActionsUnit > | |
CAdventureCore.Editor.VisualScripting.SoulsNPCActionsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SoulsNPCStateUnit > | |
CAdventureCore.Editor.VisualScripting.SoulsNPCStateDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SoulsPerformNPCActionUnit > | |
CAdventureCore.Editor.VisualScripting.SoulsPerformNPCActionDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SoulsWeaponActionsUnit > | |
CAdventureCore.Editor.VisualScripting.SoulsWeaponActionsDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StartActionNameUnit > | |
CAdventureCore.Editor.VisualScripting.StartActionNameDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StartActionUnit > | |
CAdventureCore.Editor.VisualScripting.StartActionDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StateChangedUnit > | |
CAdventureCore.Editor.VisualScripting.StateChangedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StateEnteredUnit > | |
CAdventureCore.Editor.VisualScripting.StateEnteredDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StateExitedUnit > | |
CAdventureCore.Editor.VisualScripting.StateExitedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StateInfoUnit > | |
CAdventureCore.Editor.VisualScripting.StateInfoDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< TeleportCharacterUnit > | |
CAdventureCore.Editor.VisualScripting.TeleportCharacterDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< Vector2DirectionUnit > | |
CAdventureCore.Editor.VisualScripting.Vector2DirectionDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< VectorInputReceivedUnit > | |
CAdventureCore.Editor.VisualScripting.VectorInputReceivedDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< VisualScriptingActionInfoUnit > | |
CAdventureCore.Editor.VisualScripting.VisualScriptingActionInfoDescriptor | |
CAdventureExtras.AdventureExtras | This script only exists to circumvent the 'empty asmdef' warning ;) |
CAdventureManual.AdventureManual | This script only exists to circumvent the 'empty asmdef' warning ;) |
CAdventureCore.AttributePool.AttributeData | |
CAdventureCore.AttributeStatValue | 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 |
CAdventureCore.AttributeValue | 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 |
CAdventureCore.CharacterActionBindings | Handles event plumbing between InputAction and CharacterActionBase, simplifies switching out actions behind an input |
►CAdventureCore.CharacterBaseTyped< CharacterActorBase, MovementBase, InventoryBase > | |
CAdventureCore.GenericCharacter | 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 |
CAdventureHero.HeroPlayerCharacter | 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 |
►CAdventureCore.CharacterInstructionBase | 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 |
CAdventureCore.AnimatorBoolInstruction | Sets a bool parameter in an animator and resets it to the opposite value |
CAdventureCore.AnimatorFloatInstruction | Sets a float parameter in an animator |
CAdventureCore.AnimatorIntInstruction | Sets a int parameter in an animator |
CAdventureCore.AnimatorSpeedMultiplierInstruction | Multiplies animator speed with a value, resets speed to 1 |
CAdventureCore.AttributeMultiplierInstruction | Multiplies the attributes of its character while it is active
for examplem a buff that increases strength by 10% |
CAdventureCore.DebugInstruction | Logs its Apply(CharacterBase) and Reset(CharacterBase) calls to the debugger
|
CAdventureCore.HideCharacterInstruction | Hides the complete character, by default this deactivates the animators gameobject |
CAdventureCore.HideSlotInstruction | 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 |
CAdventureCore.MovementMotionMultiplierInstruction | Mutliplies the movement root motion while it is active |
CAdventureCore.MovementSpeedMultiplierInstruction | Mutliplies the movement speed while it is active |
CAdventureCore.StatMultiplierInstruction | Multiplies the stat of its character while it is active
for example a buff that increases attack by 50% |
CAdventureCore.SuspendControlInstruction | Completely stops input from being processed |
CAdventureCore.SuspendMovementCollisionInstruction | 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 |
CAdventureCore.SuspendMovementControlInstruction | Suspends movement from processing controls but leaves movement otherwise running
for example when jumping the player may not be allowed to change direction |
CAdventureCore.SuspendMovementInstruction | Suspends movement entirely, useful when an action takes over movement while it is active
for example attacks that have root motion |
CAdventureCore.SuspendMovementPartsInstruction | Suspends movement translation and/or rotation
more fine grained version of SuspendMovementInstruction |
CAdventureCore.SuspendMovementPersistenceInstruction | Pauses persistence of the movement, for example when standing on a moving platform or in a hazardous area |
CAdventureCore.SuspendReceiveDamageInstruction | Incoming damage is discarded while this instruction is active
for example i-frames in a rolling or dodge animation |
CAdventureCore.SuspendSendDamageInstruction | No damage is sent while this instruction is active |
CAdventureHero.HeroActionOverrideInstruction | Instruction that sets the "ActionOverride" visual scripting scene variable |
CAdventureSouls.SoulsHideHUDInstruction | Instruction that hides the HUD while it is active(for cutscenes or sitting at the bonfire) |
CAdventureSouls.SoulsHideWeaponsInstruction | 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 |
CAdventureSouls.SoulsSuspendActingInstruction | Disables all Act inputs while active |
CAdventureSouls.SoulsWeapon.DamageBonus | |
CAdventureCore.DamageEvent | 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
|
CAdventureCore.DamageInstance | Utility class used in damage senders to keep track of the active damages
also manages the timing for ticking damage |
CAdventureCore.DamageParameter | 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 |
CAdventureCore.PlayerPrefSaver.DebugSaveData | |
►CUnityEditor.Editor | |
CAdventureCore.Editor.Persistence.PersistenceContainerEditor | |
►CEditorWindow | |
CAdventureCore.Editor.Persistence.PlayerPrefDataEditor | |
CAdventureCore.EffectPool.EffectData | |
CAdventureCore.EffectPool.EffectValue | |
CAdventureCore.PlayerPrefSaver.EntryData | |
►CEventUnit | |
CAdventureCore.VisualScripting.DialogClosingUnit | |
►CAdventureCore.VisualScripting.DialogOpeningUnit | |
CAdventureCore.VisualScripting.DialogContinuingUnit | |
CAdventureCore.VisualScripting.DialogWaitingUnit | |
►CAdventureCore.VisualScripting.ManagerStateStartedUnit | |
►CAdventureCore.VisualScripting.ManagerStateEnteredUnit | |
CAdventureCore.VisualScripting.ManagerStateExitedUnit | |
CAdventureCore.VisualScripting.ManagerStateTransitionedUnit | |
CAdventureCore.VisualScripting.StateChangedUnit | |
►CAdventureCore.VisualScripting.StateStartedUnit | |
►CAdventureCore.VisualScripting.StateEnteredUnit | |
CAdventureCore.VisualScripting.StateExitedUnit | |
CAdventureCore.VisualScripting.StateTransitionedUnit | |
CAdventureCore.VisualScripting.UnityEventUnit< TOwner, TArgs > | |
CAdventureCore.VisualScripting.UnityEventUnit< TOwner, TArgs > | |
CAdventureCore.VisualScripting.UnityEventUnitCustomArgs< TOwner, TArgs > | |
CAdventureCore.VisualScripting.UnityEventUnitCustomOutput< TOwner, TArgs > | |
CAdventureCore.VisualScripting.UnityEventUnitCustomOutput< TOwner, TArgs > | |
CAdventureCore.VisualScripting.UnityEventUnitOtherArgs< TOwner, TArgsEventA, TArgsEventB, TArgs > | |
CAdventureCore.VisualScripting.UnityEventUnitOtherArgs< TOwner, TArgsEventA, TArgsEventB, TArgs > | |
►CAdventureCore.Editor.VisualScripting.GetPersistenceDescriptorBase< GetPersistenceBoolUnit > | |
CAdventureCore.Editor.VisualScripting.GetPersistenceBoolDescriptor | |
►CAdventureCore.Editor.VisualScripting.GetPersistenceDescriptorBase< GetPersistenceFloatUnit > | |
CAdventureCore.Editor.VisualScripting.GetPersistenceFloatDescriptor | |
►CAdventureCore.Editor.VisualScripting.GetPersistenceDescriptorBase< GetPersistenceIntUnit > | |
CAdventureCore.Editor.VisualScripting.GetPersistenceIntDescriptor | |
►CAdventureCore.Editor.VisualScripting.GetPersistenceDescriptorBase< GetPersistenceStringUnit > | |
CAdventureCore.Editor.VisualScripting.GetPersistenceStringDescriptor | |
►CAdventureCore.VisualScripting.GetPersistenceValueUnit< bool > | |
CAdventureCore.VisualScripting.GetPersistenceBoolUnit | |
►CAdventureCore.VisualScripting.GetPersistenceValueUnit< float > | |
CAdventureCore.VisualScripting.GetPersistenceFloatUnit | |
►CAdventureCore.VisualScripting.GetPersistenceValueUnit< int > | |
CAdventureCore.VisualScripting.GetPersistenceIntUnit | |
►CAdventureCore.VisualScripting.GetPersistenceValueUnit< string > | |
CAdventureCore.VisualScripting.GetPersistenceStringUnit | |
►CAdventureCore.Editor.VisualScripting.GetPersisterDescriptorBase< GetPersisterBoolUnit > | |
CAdventureCore.Editor.VisualScripting.GetPersisterBoolDescriptor | |
►CAdventureCore.Editor.VisualScripting.GetPersisterDescriptorBase< GetPersisterFloatUnit > | |
CAdventureCore.Editor.VisualScripting.GetPersisterFloatDescriptor | |
►CAdventureCore.Editor.VisualScripting.GetPersisterDescriptorBase< GetPersisterIntUnit > | |
CAdventureCore.Editor.VisualScripting.GetPersisterIntDescriptor | |
►CAdventureCore.Editor.VisualScripting.GetPersisterDescriptorBase< GetPersisterStringUnit > | |
CAdventureCore.Editor.VisualScripting.GetPersisterStringDescriptor | |
►CAdventureCore.VisualScripting.GetPersisterValueUnit< bool > | |
CAdventureCore.VisualScripting.GetPersisterBoolUnit | |
►CAdventureCore.VisualScripting.GetPersisterValueUnit< float > | |
CAdventureCore.VisualScripting.GetPersisterFloatUnit | |
►CAdventureCore.VisualScripting.GetPersisterValueUnit< int > | |
CAdventureCore.VisualScripting.GetPersisterIntUnit | |
►CAdventureCore.VisualScripting.GetPersisterValueUnit< string > | |
CAdventureCore.VisualScripting.GetPersisterStringUnit | |
CAdventureCore.GroundChecker.GroundOption | |
CAdventureSouls.SoulsInput.IActActions | |
CAdventureSouls.SoulsInput.IActionActions | |
►CIAnimationJob | |
CAdventureCore.PlayableAnimation.MaskWorkaround.PlaybackJob | |
CAdventureCore.IAnimationPreview | |
►CAdventureCore.IAttributeModifier | 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) |
CAdventureCore.AttributeEffect | Effect that modifies an attribute while it is active by adding to it |
CAdventureCore.AttributeMultiplierInstruction | Multiplies the attributes of its character while it is active
for examplem a buff that increases strength by 10% |
CAdventureCore.EquipmentItem | Prefab item that can modify attributes and stats while it is equipped
whether it is equippable can be restricted with attribute and stat requirements |
►CICancelHandler | |
CAdventureCore.DialogTMP | Dialog implementation to be used with TextMeshPro and Unity UI |
CAdventureCore.DialogUI | Dialog implementation to be used with Unity UI and legacy Text components |
►CAdventureCore.ICharacterAssociator | 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 |
CAdventureCore.CharacterActionArea | 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 |
►CAdventureCore.CharacterActionBase | 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 |
CAdventureCore.ButtonAction | 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 |
►CAdventureCore.ControllerActionBase | 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 |
CAdventureCore.PoseAction | 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 |
CAdventureHero.HeroBlockAction | 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) |
CAdventureHero.HeroClimbAction | 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 |
CAdventureHero.HeroSlingAction | 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 |
CAdventureSouls.SoulsAttackAction | 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
|
CAdventureSouls.SoulsGuardAction | Action for holding up a weapon(typically a shield) that guards the character from damage
|
CAdventureSouls.SoulsLadderAction | 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 |
CAdventureSouls.SoulsShootAction | 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 |
CAdventureSouls.SoulsUsableAction | 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 |
CAdventureCore.GenericAction | Action that does nothing on its own and is ended by any kind of bool input |
CAdventureCore.MotionAction | 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 |
CAdventureCore.NavApproachAction | Starts an approach on a NavMeshAgentMovement and waits for its completion
the target is the MovementBase.Target on the Movement |
CAdventureCore.NavPatrolAction | Moves a NavMeshAgentMovement cyclically between the specified points
automatically saves its current index into the movements persister with subkey 'PAT' |
CAdventureCore.ObjectAction | 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) |
►CAdventureCore.PickupAction | 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 |
CAdventureSouls.SoulsPickupAction | |
CAdventureCore.TimedAction | Action that does nothing on its own and ends after a defined duration |
►CAdventureCore.TimelineAction | Action that plays a timeline and ends when it is finished |
CAdventureHero.HeroChestAction | Action for chests that can be opened and add items to the players inventory |
CAdventureCore.VisualScriptingAction | Character action meant for actions mainly driven by a script machine exposes some additional events and properties to support that |
CAdventureHero.Assets.SoftLeitner.AdventureHero.Scripts.Actions.HeroHoldableAction | Can be used to nest actions that are not holdable by themselves |
CAdventureHero.HeroCarryAction | 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 |
CAdventureHero.HeroGuardAction | Action that holds up a shield in the players direction
this is done by activating an animation and rotating IK bones |
CAdventureSouls.SoulsBonfireAction | 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 |
CAdventureSouls.SoulsCriticalAction | 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 |
CAdventureSouls.SoulsCrittedAction | Action started on a critted character by SoulsCriticalAction
moves the character to the appropriate position to be critted |
CAdventureSouls.SoulsLadderEnterAction | Proxy action for SoulsLadderAction
needed so the ladder action knows if the character is at the start or end
|
CAdventureSouls.SoulsParryAction | 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) |
CAdventureSouls.SoulsRecoverAction | Action for enemies that plays an animation while it refills a resource and ends when it is fully replenished
|
CAdventureSouls.SoulsRecoveryAction | Similar to a pickup but instead of an item it gives the player the xp that was dropped on the last death |
►CAdventureSouls.SoulsTalkAction | |
CAdventureSouls.SoulsTradeAction | |
CAdventureSouls.SoulsTeleportAction | |
CAdventureSouls.SoulsTwoHandAction | 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 |
►CAdventureCore.CharacterActorBase | Base class for character actors
these actors manage how and when exactly actions can start, are started and ended
|
►CAdventureCore.SerialCharacterActor | Base class for any actor that has one active action at a time |
CAdventureCore.BufferedCharacterActor | Actor that buffers a requested action for a defined time and starts it if the current action can end in that timeframe |
►CAdventureCore.MinimalCharacterActor | 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
|
CAdventureCore.TargetCharacterActor | 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 |
CAdventureCore.CharacterAssociation | Can be used to provide a ICharacterAssociator on a specific object to a character somewhere else in the scene |
►CAdventureCore.EffectBase | 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 |
►CAdventureCore.GenericEffect | 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 |
CAdventureCore.AttributeEffect | Effect that modifies an attribute while it is active by adding to it |
CAdventureCore.DamageEffect | Effect that repeatedly damages the character while active |
CAdventureCore.StatEffect | Effect that modifies a stat while it is active by adding to it |
CAdventureCore.TimeoutEffect | Effect that terminates itself after a defined duration has run out |
CAdventureCore.EffectPool | 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 |
►CAdventureCore.GenericTriggerArea | 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
|
CAdventureCore.CharacterCarrierArea | Area that parents any character that enters it and suspends its movement |
►CAdventureCore.ItemPickupArea | 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 |
CAdventureHero.HeroPickupArea | 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 |
CAdventureCore.GenericTriggerItem | 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 |
►CAdventureCore.IDamageReceiver | 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 |
►CAdventureCore.CharacterBase | 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 |
►CAdventureCore.CharacterBaseTyped< TActor, TMovement, TInventory > | Generic base for characters, allows the character implementation to define the type of actor, movement and inventory it needs in its signature |
CAdventureCore.AnimatedCharacterBase< TActor, TMovement, TInventory > | |
CAdventureSouls.SoulsCharacterBase< TActor, TMovement, TInventory > | 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 |
►CAdventureCore.TriggerDamageReceiver | Damage receiver that gets damaged by TriggerDamageSender when unity trigger events occur (OnTriggerEnter/OnTriggerExit(2D)) |
CAdventureCore.DestructibleDamageReceiver | 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) |
CAdventureCore.MovableDamageReceiver | Damage receiver that applies an impulse force to a rigidbody when damaged |
►CAdventureCore.IDamageSender | 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 |
CAdventureCore.DamageEffect | Effect that repeatedly damages the character while active |
CAdventureCore.SphereDamageSender | Performs a sphere overlap and damages any IDamageReceiver on the colliders/rigidbodies it finds |
►CAdventureCore.TriggerDamageSender | Damage sender that damages TriggerDamageReceiver when unity trigger events occur (OnTriggerEnter/OnTriggerExit(2D)) |
CAdventureCore.MovingDamageSender | 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 |
CAdventureCore.ProjectileDamageSender | Special triggered damage sender that moves itself gets destroyed once it has done damage or hits the environment |
CAdventureCore.VisualScripting.DamageSenderUnit.UnitDamageSender | |
CAdventureSouls.SoulsCriticalAction | 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 |
CAdventureCore.LockOnPoint | 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) |
►CAdventureSouls.ICritical | Interface for any character that can crit
checked when SoulsAttackAction.CanCritical is set and the attack receives input |
CAdventureSouls.SoulsPlayerCharacter | Ties together all the logic directly associated with the player |
►CAdventureCore.IDescriptionItem | Interface that provides description text for hints or tooltips |
CAdventureCore.DescriptionItem | 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 |
CAdventureHero.HeroGearToggle | Logic for an entry in the gear pause menu
visualizes the item and equips/unequips it when the toggle is changed |
CAdventureHero.HeroItemButton | Logic for an entry in the equipment pause menu
visualizes the item and starts its action when the buttons is pressed |
►CIDisposable | |
CAdventureCore.Tests.TestInput | |
CAdventureSouls.SoulsInput | |
►CIEquatable | |
CAdventureCore.MovementBasePersisted.MovementData | |
►CSystem.IEquatable | |
CAdventureCore.ResourcePool.ResourceData | |
►CAdventureSouls.IGetCritted | 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 |
CAdventureSouls.SoulsCharacterBase< TActor, TMovement, TInventory > | 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 |
►CAdventureSouls.IGetGuardBroken | 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 |
CAdventureSouls.SoulsCharacterBase< TActor, TMovement, TInventory > | 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 |
►CAdventureSouls.IGetStaggered | Interface for characters that can get staggered, happens when the character hits into a guard action without breaking it |
CAdventureSouls.SoulsCharacterBase< TActor, TMovement, TInventory > | 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 |
►CAdventureHero.HeroPlayerCharacter.IHoldable | |
CAdventureHero.Assets.SoftLeitner.AdventureHero.Scripts.Actions.HeroHoldableAction | Can be used to nest actions that are not holdable by themselves |
CAdventureHero.HeroSlingAction | 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 |
►CIInputActionCollection2 | |
CAdventureCore.Tests.TestInput | |
CAdventureSouls.SoulsInput | |
CAdventureSouls.SoulsInput.ILookActions | |
CAdventureSouls.SoulsInput.IMoveActions | |
►CInputBindingComposite | |
CAdventureCore.ButtonOnPlatformModifier | 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 |
CAdventureCore.ButtonWithoutOneModifier | 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 |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< AnimatorBoolInstructionUnit, AnimatorBoolInstruction > | |
CAdventureCore.Editor.VisualScripting.AnimatorBoolInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< AnimatorFloatInstructionUnit, AnimatorFloatInstruction > | |
CAdventureCore.Editor.VisualScripting.AnimatorFloatInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< AnimatorIntInstructionUnit, AnimatorIntInstruction > | |
CAdventureCore.Editor.VisualScripting.AnimatorIntInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< AttributeMultiplierInstructionUnit, AttributeMultiplierInstruction > | |
CAdventureCore.Editor.VisualScripting.AttributeMultiplierInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< HideSlotInstructionUnit, HideSlotInstruction > | |
CAdventureCore.Editor.VisualScripting.HideSlotInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< MovementSpeedMultiplierInstructionUnit, MovementSpeedMultiplierInstruction > | |
CAdventureCore.Editor.VisualScripting.MovementSpeedMultiplierInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< StatMultiplierInstructionUnit, StatMultiplierInstruction > | |
CAdventureCore.Editor.VisualScripting.StatMultiplierInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendControlInstructionUnit, SuspendControlInstruction > | |
CAdventureCore.Editor.VisualScripting.SuspendControlInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendMovementCollisionInstructionUnit, SuspendMovementCollisionInstruction > | |
CAdventureCore.Editor.VisualScripting.SuspendMovementCollisionInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendMovementControlInstructionUnit, SuspendMovementControlInstruction > | |
CAdventureCore.Editor.VisualScripting.SuspendMovementControlInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendMovementInstructionUnit, SuspendMovementInstruction > | |
CAdventureCore.Editor.VisualScripting.SuspendMovementInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendMovementPartsInstructionUnit, SuspendMovementPartsInstruction > | |
CAdventureCore.Editor.VisualScripting.SuspendMovementPartsInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendMovementPersistenceInstructionUnit, SuspendMovementPersistenceInstruction > | |
CAdventureCore.Editor.VisualScripting.SuspendMovementPersistenceInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendReceiveDamageInstructionUnit, SuspendReceiveDamageInstruction > | |
CAdventureCore.Editor.VisualScripting.SuspendReceiveDamageInstructionDescriptor | |
►CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendSendDamageInstructionUnit, SuspendSendDamageInstruction > | |
CAdventureCore.Editor.VisualScripting.SuspendSendDamageInstructionDescriptor | |
►CAdventureCore.VisualScripting.InstructionUnitBase< AnimatorBoolInstruction > | |
CAdventureCore.VisualScripting.AnimatorBoolInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< AnimatorFloatInstruction > | |
CAdventureCore.VisualScripting.AnimatorFloatInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< AnimatorIntInstruction > | |
CAdventureCore.VisualScripting.AnimatorIntInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< AttributeMultiplierInstruction > | |
CAdventureCore.VisualScripting.AttributeMultiplierInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< HideSlotInstruction > | |
CAdventureCore.VisualScripting.HideSlotInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< MovementSpeedMultiplierInstruction > | |
CAdventureCore.VisualScripting.MovementSpeedMultiplierInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< StatMultiplierInstruction > | |
CAdventureCore.VisualScripting.StatMultiplierInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< SuspendControlInstruction > | |
CAdventureCore.VisualScripting.SuspendControlInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< SuspendMovementCollisionInstruction > | |
CAdventureCore.VisualScripting.SuspendMovementCollisionInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< SuspendMovementControlInstruction > | |
CAdventureCore.VisualScripting.SuspendMovementControlInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< SuspendMovementInstruction > | |
CAdventureCore.VisualScripting.SuspendMovementInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< SuspendMovementPartsInstruction > | |
CAdventureCore.VisualScripting.SuspendMovementPartsInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< SuspendMovementPersistenceInstruction > | |
CAdventureCore.VisualScripting.SuspendMovementPersistenceInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< SuspendReceiveDamageInstruction > | |
CAdventureCore.VisualScripting.SuspendReceiveDamageInstructionUnit | |
►CAdventureCore.VisualScripting.InstructionUnitBase< SuspendSendDamageInstruction > | |
CAdventureCore.VisualScripting.SuspendSendDamageInstructionUnit | |
CAdventureCore.InventoryItem | 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 |
CAdventureCore.InventoryItem.InventoryItemData | |
►CAdventureCore.IPersister | 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 |
►CAdventureCore.PersisterBase | 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 |
►CAdventureCore.ManualPersister | 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, ...)
|
CAdventureCore.DestructionPersister | 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 |
CAdventureCore.PlaytimePersister | 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 |
CAdventureCore.RandomStatePersister | 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 |
CAdventureCore.PickupAction | 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 |
►CAdventureCore.IPlayAnimation | Used to identify objects that play PlayableAnimation
used for preview and in visual scripting |
CAdventureCore.ButtonAction | 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 |
CAdventureCore.ControllerActionBase | 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 |
CAdventureCore.MotionAction | 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 |
CAdventureCore.ObjectAction | 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) |
CAdventureCore.PickupAction | 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 |
CAdventureCore.PlayableAnimationPlayer | Simple behaviour for playing a PlayableAnimation on a configurable animator
when no animator is set the player looks for an ICharacterAssociator in its parents |
►CIPointerClickHandler | |
CAdventureCore.DialogTMP | Dialog implementation to be used with TextMeshPro and Unity UI |
CAdventureCore.DialogUI | Dialog implementation to be used with Unity UI and legacy Text components |
CAdventureCore.ItemsControlEntryBase< T > | 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) |
►CIPointerMoveHandler | |
CAdventureCore.EventSystemCursor | Behaviour that places a transform over the EventSystem.currentSelectedGameObject
which can be used to show a cursor in the UI |
►CIPropertyPreview | |
CAdventureCore.Timeline.MarchClip | |
CAdventureCore.Timeline.TweenClip | |
►CAdventureCore.IStatModifier | 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) |
CAdventureCore.EquipmentItem | Prefab item that can modify attributes and stats while it is equipped
whether it is equippable can be restricted with attribute and stat requirements |
CAdventureCore.StatEffect | Effect that modifies a stat while it is active by adding to it |
CAdventureCore.StatMultiplierInstruction | Multiplies the stat of its character while it is active
for example a buff that increases attack by 50% |
CAdventureSouls.SoulsArmorItem | 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 |
►CISubmitHandler | |
CAdventureCore.DialogTMP | Dialog implementation to be used with TextMeshPro and Unity UI |
CAdventureCore.DialogUI | Dialog implementation to be used with Unity UI and legacy Text components |
CAdventureCore.ItemsControlEntryBase< T > | 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) |
CAdventureSouls.SoulsInput.ISystemActions | |
CAdventureCore.ItemChance | |
CAdventureCore.ItemQuantity | 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 |
►CAdventureCore.ItemsControlBase< InventoryItem > | |
CAdventureCore.ListedInventoryPanel | Visualizes the contents of a ListedInventory and can enable using or equipping the items |
►CAdventureCore.ItemsControlEntryBase< InventoryItem > | |
CAdventureCore.ListedInventoryEntryPanel | Implementation of ItemsControlEntryBase<T> for ListedInventoryPanel
instantiated for every inventory item that is shown in the inventor panel |
►CAdventureCore.ItemSlot< HeroEquipmentItem > | |
CAdventureHero.HeroEquipmentSlot | 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 |
►CAdventureCore.ItemSlot< ItemBase > | |
CAdventureCore.GenericItemSlot | Item slot that has no logic and can be used with any item |
►CAdventureCore.ItemSlot< PrefabItem > | |
CAdventureCore.InstantiatingItemSlot | Item slot for PrefabItem which instantiates the items prefab while it is equipped |
►CAdventureCore.ItemSlot< SoulsArmorItem > | |
CAdventureSouls.SoulsArmorSlot | Slot for SoulsArmorItem, instantiates the armor mesh on the character and applies its bonuses |
►CAdventureCore.ItemSlot< SoulsArrowItem > | |
CAdventureSouls.SoulsArrowSlot | Slot for SoulsArrowItem |
►CAdventureCore.ItemSlot< SoulsUsableItem > | |
CAdventureSouls.SoulsUsableSlot | Instantiates the action/visual of the item equipped to it and binds input to its activation |
►CAdventureCore.ItemSlot< SoulsWeaponItem > | |
CAdventureSouls.SoulsWeaponSlot | Instantiates the SoulsWeapon and binds inputs to the appropriate actions |
CAdventureCore.Tests.TestInput.ITestActions | |
►CITimelineClipAsset | |
CAdventureCore.Timeline.DialogClip | |
CAdventureCore.Timeline.DialogHideClip | |
CAdventureCore.Timeline.DialogShowClip | |
CAdventureCore.Timeline.InstructionClip | |
CAdventureCore.Timeline.MarchClip | |
CAdventureCore.Timeline.StateClip | |
CAdventureCore.Timeline.StateOverrideClip | |
CAdventureCore.Timeline.TweenClip | |
CAdventureCore.Tests.TestInput.IUIActions | |
CAdventureSouls.SoulsInput.IUIActions | |
►CLabel | |
CAdventureCore.InputBindingLabel | |
►CAdventureCore.VisualScripting.LazyInOutUnit< AudioManager > | |
CAdventureCore.VisualScripting.PlayManagerAudioUnit | |
CAdventureCore.VisualScripting.PlayManagerMusicUnit | |
►CAdventureCore.VisualScripting.LazyInOutUnit< DialogBase > | |
CAdventureCore.VisualScripting.FocusDialogRefUnit | |
CAdventureCore.VisualScripting.SetDialogResultRefUnit | |
►CAdventureCore.VisualScripting.LazyInOutUnit< ICharacterAssociator > | |
CAdventureCore.VisualScripting.AddAttributeUnit | |
CAdventureCore.VisualScripting.AddEffectUnit | |
CAdventureCore.VisualScripting.AddInstructionUnit | |
CAdventureCore.VisualScripting.AddItemsUnit | |
CAdventureCore.VisualScripting.AddResourceUnit | |
CAdventureCore.VisualScripting.AlignToPositionUnit | |
CAdventureCore.VisualScripting.AlignToTargetUnit | |
CAdventureCore.VisualScripting.CancelCharacterUnit | |
CAdventureCore.VisualScripting.ConfirmCharacterUnit | |
CAdventureCore.VisualScripting.KeepMovementTargetAlignedUnit | |
CAdventureCore.VisualScripting.MoveCharacterUnit | |
CAdventureCore.VisualScripting.RemoveAttributeUnit | |
CAdventureCore.VisualScripting.RemoveEffectUnit | |
CAdventureCore.VisualScripting.RemoveInstructionUnit | |
CAdventureCore.VisualScripting.RemoveItemsUnit | |
CAdventureCore.VisualScripting.RemoveResourceUnit | |
CAdventureCore.VisualScripting.ResetInputUnit | |
CAdventureCore.VisualScripting.ResetMomentumUnit | |
CAdventureCore.VisualScripting.ResetResourcesUnit | |
CAdventureCore.VisualScripting.SendCharacterMessagesUnit | |
CAdventureCore.VisualScripting.SetCharacterBoolUnit | |
CAdventureCore.VisualScripting.SetCharacterFloatUnit | |
CAdventureCore.VisualScripting.SetCharacterIntUnit | |
CAdventureCore.VisualScripting.SetCharacterStateUnit | |
CAdventureCore.VisualScripting.SetCharacterTriggerUnit | |
CAdventureCore.VisualScripting.SetMovementTargetUnit | |
CAdventureCore.VisualScripting.StartActionNameUnit | |
CAdventureCore.VisualScripting.StartActionUnit | |
CAdventureCore.VisualScripting.TeleportCharacterUnit | |
►CAdventureCore.VisualScripting.LazyInOutUnit< IDamageSender > | |
CAdventureCore.VisualScripting.SendDamageUnit | |
►CAdventureCore.VisualScripting.LazyInOutUnit< PersistenceContainer > | |
CAdventureCore.VisualScripting.DeleteAreaUnit | |
CAdventureCore.VisualScripting.DeleteUnit | |
CAdventureCore.VisualScripting.LoadAreaUnit | |
CAdventureCore.VisualScripting.LoadUnit | |
CAdventureCore.VisualScripting.SaveAreaUnit | |
CAdventureCore.VisualScripting.SaveUnit | |
CAdventureCore.VisualScripting.SetPersistenceIndexUnit | |
CAdventureCore.VisualScripting.SetPersistenceValueUnit< T > | |
►CAdventureCore.VisualScripting.LazyInOutUnit< PersisterBase > | |
CAdventureCore.VisualScripting.SetPersisterValueUnit< T > | |
►CAdventureCore.VisualScripting.LazyInOutUnit< StateManager > | |
CAdventureCore.VisualScripting.ResetManagerStateOverrideUnit | |
CAdventureCore.VisualScripting.SetManagerStateOverrideUnit | |
CAdventureCore.VisualScripting.SetManagerStateUnit | |
►CAdventureCore.VisualScripting.LazyInOutUnit< TriggerDamageSender > | |
CAdventureCore.VisualScripting.ActivateDamageUnit | |
CAdventureCore.VisualScripting.DeactivateDamageUnit | |
►CAdventureCore.VisualScripting.LazyInOutUnit< VisualScriptingAction > | |
CAdventureCore.VisualScripting.ActionEndableChangedUnit | |
CAdventureCore.VisualScripting.ActionStartableChangedUnit | |
CAdventureCore.VisualScripting.SetActionEndableUnit | |
CAdventureCore.VisualScripting.SetActionNameUnit | |
CAdventureCore.VisualScripting.SetActionStartableUnit | |
►CAdventureCore.VisualScripting.LazyUnit< Animator > | |
CAdventureCore.VisualScripting.PlayAnimationUnit | |
►CAdventureCore.VisualScripting.LazyUnit< CharacterActionArea > | |
CAdventureCore.VisualScripting.ActionAreaUnit | |
►CAdventureCore.VisualScripting.LazyUnit< CharacterActionBase > | |
CAdventureCore.VisualScripting.ActionInfoUnit | |
►CAdventureCore.VisualScripting.LazyUnit< CharacterActorBase > | |
CAdventureCore.VisualScripting.ActorInfoUnit | |
CAdventureCore.VisualScripting.GetActionUnit | |
►CAdventureCore.VisualScripting.LazyUnit< DialogBase > | |
CAdventureCore.VisualScripting.ShowDialogOptionsRefUnit | |
CAdventureCore.VisualScripting.ShowDialogRefUnit | |
CAdventureCore.VisualScripting.ShowDialogTextRefUnit | |
►CAdventureCore.VisualScripting.LazyUnit< GenericTriggerArea > | |
CAdventureCore.VisualScripting.AreaCharactersUnit | |
CAdventureCore.VisualScripting.AreaItemsUnit | |
►CAdventureCore.VisualScripting.LazyUnit< HeroPlayerCharacter > | |
CAdventureHero.VisualScripting.HeroInfoUnit | |
CAdventureHero.VisualScripting.HeroSheathingUnit | |
►CAdventureCore.VisualScripting.LazyUnit< ICharacterAssociator > | |
CAdventureCore.VisualScripting.AssociatedCharacterUnit | |
CAdventureCore.VisualScripting.AttributeValueUnit | |
CAdventureCore.VisualScripting.AttributeValuesUnit | |
CAdventureCore.VisualScripting.CanAddItemsUnit | |
CAdventureCore.VisualScripting.CheckActionNameUnit | |
CAdventureCore.VisualScripting.CheckActionUnit | |
CAdventureCore.VisualScripting.CheckAttributeValueUnit | |
CAdventureCore.VisualScripting.CheckEffectUnit | |
CAdventureCore.VisualScripting.CheckEquipmentUnit | |
CAdventureCore.VisualScripting.CheckItemCategoryQuantityUnit | |
CAdventureCore.VisualScripting.CheckItemQuantityUnit | |
CAdventureCore.VisualScripting.CheckMovementTargetDistanceUnit | |
CAdventureCore.VisualScripting.CheckResourceValueUnit | |
CAdventureCore.VisualScripting.CreatePlayableAnimationClipUnit | |
CAdventureCore.VisualScripting.CreatePlayableAnimationControllerUnit | |
CAdventureCore.VisualScripting.EffectsUnit | |
CAdventureCore.VisualScripting.EquipItemCategoryUnit | |
CAdventureCore.VisualScripting.EquipItemUnit | |
CAdventureCore.VisualScripting.GetCharacterBoolUnit | |
CAdventureCore.VisualScripting.GetCharacterFloatUnit | |
CAdventureCore.VisualScripting.GetCharacterIntUnit | |
CAdventureCore.VisualScripting.GetOffsetRotationUnit | |
CAdventureCore.VisualScripting.HasEffectUnit | |
CAdventureCore.VisualScripting.HasItemUnit | |
CAdventureCore.VisualScripting.InventoryItemsUnit | |
CAdventureCore.VisualScripting.ItemCategoryQuantityUnit | |
CAdventureCore.VisualScripting.ItemQuantityUnit | |
CAdventureCore.VisualScripting.MovementInfoUnit | |
CAdventureCore.VisualScripting.MovementTargetUnit | |
CAdventureCore.VisualScripting.MovementVectorsUnit | |
CAdventureCore.VisualScripting.PerformActionBaseUnit< T > | |
CAdventureCore.VisualScripting.PlayableAnimationClipUnit | |
CAdventureCore.VisualScripting.PlayableAnimationControllerUnit | |
CAdventureCore.VisualScripting.ResourceValueUnit | |
CAdventureCore.VisualScripting.ResourceValuesUnit | |
CAdventureCore.VisualScripting.RunActionNameUnit | |
CAdventureCore.VisualScripting.RunActionUnit | |
CAdventureSouls.VisualScripting.SoulsWeaponActionsUnit | |
►CAdventureCore.VisualScripting.LazyUnit< IPlayAnimation > | |
CAdventureCore.VisualScripting.GetPlayableAnimationUnit | |
CAdventureCore.VisualScripting.PlayableAnimationInfoUnit | |
►CAdventureCore.VisualScripting.LazyUnit< LockOnManager > | |
CAdventureCore.VisualScripting.LockOnManagerUnit | |
CAdventureCore.VisualScripting.LockedActionUnit | |
CAdventureCore.VisualScripting.LockedCharacterUnit | |
►CAdventureCore.VisualScripting.LazyUnit< PersistenceContainer > | |
CAdventureCore.VisualScripting.CheckPersistenceUnit | |
CAdventureCore.VisualScripting.GetPersistenceIndexUnit | |
CAdventureCore.VisualScripting.GetPersistenceValueUnit< T > | |
►CAdventureCore.VisualScripting.LazyUnit< PersisterBase > | |
CAdventureCore.VisualScripting.CheckPersisterUnit | |
CAdventureCore.VisualScripting.GetPersisterValueUnit< T > | |
►CAdventureCore.VisualScripting.LazyUnit< SoulsNonPlayerCharacter > | |
CAdventureSouls.VisualScripting.SoulsNPCActionsUnit | |
CAdventureSouls.VisualScripting.SoulsNPCStateUnit | |
►CAdventureCore.VisualScripting.LazyUnit< StateManager > | |
CAdventureCore.VisualScripting.ManagerStateInfoUnit | |
►CAdventureCore.VisualScripting.LazyUnit< TargetCharacterActor > | |
CAdventureCore.VisualScripting.ActorTargetUnit | |
►CAdventureCore.VisualScripting.LazyUnit< VisualScriptingAction > | |
CAdventureCore.VisualScripting.VisualScriptingActionInfoUnit | |
CAdventureCore.ListedInventory.ListedInventoryData | |
CAdventureSouls.SoulsInput.LookActions | |
CAdventureCore.MessageEvent | 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 |
►CMonoBehaviour | |
CAdventureCore.AnimationEventFuncs | Exposes a couple basic gameobject methods so they can be used in animation events |
CAdventureCore.AnimationToggler | 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) |
CAdventureCore.AnimatorParameterSetter | Helper that enables setting bool, int and float parameters on an animator from a UnityEngine.Events.UnityEvent in the inspector |
CAdventureCore.AnimatorProxy | 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 |
CAdventureCore.Assets.SoftLeitner.AdventureCore.UI.Item.InventoryItemElement | Visualizes an inventory item in the UI |
CAdventureCore.Assets.SoftLeitner.AdventureCore.UI.Item.ItemSlotElement | Visualizes an item slot in the UI |
CAdventureCore.AttributePool | 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, ...) |
CAdventureCore.AttributePoolText | Shows all attribute values of a pool in a text component, useful for debugging |
CAdventureCore.AttributeStatPanel | Visualizes an AttributeStat and its current value in an AttributePool |
CAdventureCore.AttributeValuePanel | Visualizes an AttributeType and its current value in an AttributePool |
CAdventureCore.AudioManager | 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 |
CAdventureCore.AudioSlider | |
CAdventureCore.BehaviourEventTrigger | 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 |
CAdventureCore.ButtonInputAdapter | |
CAdventureCore.CameraController | Simple camera controller without lock-on or cinemachine |
CAdventureCore.CharacterActionArea | 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 |
CAdventureCore.CharacterActionAreaText | Shows an action areas current action in a ui text, useful for debugging |
CAdventureCore.CharacterActionBase | 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 |
CAdventureCore.CharacterActorBase | Base class for character actors
these actors manage how and when exactly actions can start, are started and ended
|
CAdventureCore.CharacterAssociation | Can be used to provide a ICharacterAssociator on a specific object to a character somewhere else in the scene |
CAdventureCore.CharacterBase | 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 |
CAdventureCore.CharacterDummy | 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 |
CAdventureCore.CharacterMessenger | 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) |
CAdventureCore.CollisionDebugger | Logs any kind of collision happening on the gameobject, purely for debugging |
CAdventureCore.CopyTransform | Copies position and rotation from a target transform to this one |
CAdventureCore.DescriptionItem | 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 |
CAdventureCore.DescriptionText | Displays description texts from an IDescriptionItem that are selected by the event system |
►CAdventureCore.DialogBase | 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 |
CAdventureCore.DialogElement | Dialog implementation to be used with the new UI Toolkit |
CAdventureCore.DialogTMP | Dialog implementation to be used with TextMeshPro and Unity UI |
CAdventureCore.DialogUI | Dialog implementation to be used with Unity UI and legacy Text components |
►CAdventureCore.EffectBarBase | Base class for ui behaviours that visualize the active effects of a pool
takes care of subscribing to the pools events |
CAdventureCore.EffectBarElement | 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 |
CAdventureCore.EffectBarPanel | 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 |
CAdventureCore.EffectBase | 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 |
CAdventureCore.EffectPool | 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 |
CAdventureCore.EffectPoolText | Shows all active effects of a pool in a text component, useful for debugging |
CAdventureCore.EventSystemCursor | Behaviour that places a transform over the EventSystem.currentSelectedGameObject
which can be used to show a cursor in the UI |
CAdventureCore.FadeAndDestroy | 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 |
CAdventureCore.FocusHelper | Focus and cursor lock handling, disables mouse when the game view is not active in the editor |
CAdventureCore.Follower | Makes this gameobject follow a target and copy its active state |
CAdventureCore.GroundChecker | |
CAdventureCore.InputBindingText | 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 |
CAdventureCore.InstantiatingItemSlotClone | 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 |
CAdventureCore.IntervalSpawner | Simply spawns some prefab periodically |
►CAdventureCore.InventoryBase | 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 |
CAdventureCore.ListedInventory | Simple implementation of an unlimited inventory that simply stores everything in a list |
CAdventureCore.InventoryItemPanel | Visualizes an InventoryItem in the ui, the item can be forwarded to an ItemPanel to be visualized there |
CAdventureCore.InventoryText | Shows all items in the inventory in a text component, useful for debugging |
CAdventureCore.ItemNotification | Visualizes an item quantity that has been added or removed |
CAdventureCore.ItemNotifications | Spawns an ItemNotification when something is added or removed from an inventory |
CAdventureCore.ItemPanel | Visualizes an ItemBase in the ui |
►CAdventureCore.ItemQuantityText | Shows the quantity of a particular item in a UI text |
CAdventureCore.ItemQuantityTextCapped | Shows the quantity of a particular item in a UI text and colors it when its capacity is reached |
►CAdventureCore.ItemSlotBase | Non-generic base class for item slots, usually the generic ItemSlot<T> should be derived from this |
CAdventureCore.ItemSlot< T > | 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) |
►CAdventureCore.ItemSlotProxy | 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
|
CAdventureSouls.SoulsUsableSlots | Special item slot proxy that rebinds input to the current usable slot when the slots behind the proxy are rotated through |
CAdventureCore.ItemSlotPanel | Visualizes an ItemSlotBase in the ui, the equipped item can be forwarded to an AdventureCore.InventoryItemPanel to be visualized there |
CAdventureCore.ItemsControlBase< T > | 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 |
CAdventureCore.ListedInventoryElement | Visualizes a listed inventory in a ui document |
►CAdventureCore.LockableCameraBase | |
CAdventureCore.LockableCameraController | 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 |
CAdventureCore.LockableCameraFreeLook | 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 |
►CAdventureCore.MovementBase | 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
|
CAdventureCore.ManualMovement | Movement implementation for characters that handle movement themselfes or dont really need movement |
►CAdventureCore.MovementBasePersisted | |
CAdventureCore.CharacterControllerMovement | Movement implementation that is built on top of the unity CharacterController
meant for player movement it accepts input in OnMove(Vector2) and OnSprint(bool) |
CAdventureCore.NavMeshAgentMovement | 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
|
CAdventureCore.Mover | Moves the transforms position and/or rotation every frame
can be used to move projectiles forward or to rotate pickups without needing animations |
CAdventureCore.OverlayElement | Makes a ui element automatically follow a transform |
CAdventureCore.PersistedNumberText | Retrieves a number from persistence and visualizes it in a text component |
CAdventureCore.PersistedStringText | Shows all items in the inventory in a text component, useful for debugging |
CAdventureCore.PersistenceContainer | 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 |
►CAdventureCore.PersistenceSaverBase | 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 |
CAdventureCore.PlayerPrefSaver | 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 |
CAdventureCore.PersistenceTrigger< T > | 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 |
CAdventureCore.PersisterBase | 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 |
CAdventureCore.PlayableAnimationPlayer | Simple behaviour for playing a PlayableAnimation on a configurable animator
when no animator is set the player looks for an ICharacterAssociator in its parents |
CAdventureCore.QualityDropdown | 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 |
►CAdventureCore.ResourceBarBase | 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 |
CAdventureCore.ResourceBarElement | 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 |
CAdventureCore.ResourceBarPanel | Visualizes a resource using canvas objects and legacy text elements check out the ManualResource scene in the AdventureManual project for an example |
CAdventureCore.ResourceBarTMP | Visualizes a resource using canvas objects and TextMeshPro text elements check out the ManualResource scene in the AdventureManual project for an example |
CAdventureCore.ResourceBarManager | 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 |
CAdventureCore.ResourcePool | 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 |
CAdventureCore.ResourcePoolText | Shows all the resource values of a pool in a text component, useful for debugging |
►CAdventureCore.ResourceValue | Basic resource value that does not change on its own
inherit from this class to implement resources with custom logic |
►CAdventureCore.ChangingResourceValue | Resource value that changes its value over time |
CAdventureCore.EffectResourceValue | 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 |
CAdventureSouls.SoulsStamina | Special kind of refilling resource
empties when the movement is sprinting
stops refilling when the character is acting |
CAdventureCore.SlotText | Shows the currently equipped item of a slot |
CAdventureCore.SphereDamageSender | Performs a sphere overlap and damages any IDamageReceiver on the colliders/rigidbodies it finds |
CAdventureCore.StateManager | Simple state manager that acts through unity events |
CAdventureCore.Tests.LockOnTest | |
CAdventureCore.TriggerArea< TArea, TItem > | 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 |
CAdventureCore.TriggerItem< TArea, TItem > | Counterpart to TriggerArea<TArea, TItem> |
CAdventureCore.UIDebugger | Logs the currently focused ui toolkit element every frame |
CAdventureHero.HeroActionPanel | Visualizes the current context action(opening chests, carrying stuff, ...) |
CAdventureHero.HeroBoulder | |
CAdventureHero.HeroGearToggle | Logic for an entry in the gear pause menu
visualizes the item and equips/unequips it when the toggle is changed |
CAdventureHero.HeroHealthBar | Visualizes a resource(health) using quartered sprites(hearts) |
CAdventureHero.HeroHealthUnit | Combines the images for regular and health sprites for use in HeroHealthBar |
CAdventureHero.HeroItemButton | Logic for an entry in the equipment pause menu
visualizes the item and starts its action when the buttons is pressed |
CAdventureHero.HeroMenu | Manages menu animation, tab changing and quitting the game |
CAdventureHero.HeroMenuTab | One tab in the pause menu(gear, equipment, ...)
provides events on activation, selects its first selectable when activated(needed for gamepad navigation) |
CAdventureHero.HeroSlotPanel | 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 |
CAdventureSouls.SoulsBossArea | 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 |
CAdventureSouls.SoulsCommons | 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 |
CAdventureSouls.SoulsDungeon | Scene logic for the dungeon level |
CAdventureSouls.SoulsHUD | |
CAdventureSouls.SoulsItemSelector | |
CAdventureSouls.SoulsLevelUp | |
CAdventureSouls.SoulsLoading | |
CAdventureSouls.SoulsMenu | |
►CAdventureSouls.SoulsMenuPanel | |
CAdventureSouls.SoulsEquipmentPanel | |
CAdventureSouls.SoulsInventoryPanel | |
CAdventureSouls.SoulsSystemPanel | |
CAdventureSouls.SoulsNewGameDialog | |
CAdventureSouls.SoulsTitle | |
CAdventureSouls.SoulsTrading | |
CAdventureSouls.SoulsWeapon | 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 |
CAdventureSouls.SoulsInput.MoveActions | |
CAdventureCore.AudioManager.MusicTrack | |
CAdventureSouls.SoulsNonPlayerCharacter.NPCData | |
►CAdventureCore.VisualScripting.PerformActionBaseUnit< CharacterBase > | |
CAdventureCore.VisualScripting.PerformActionNameUnit | |
CAdventureCore.VisualScripting.PerformActionUnit | |
►CAdventureCore.VisualScripting.PerformActionBaseUnit< SoulsNonPlayerCharacter > | |
CAdventureSouls.VisualScripting.SoulsPerformNPCActionUnit | |
CAdventureCore.PersistenceData | 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 |
►CAdventureCore.PersistenceTrigger< bool > | |
CAdventureCore.BoolPersistenceTrigger | Unity events that are fired in relation to a persisted bool
for example to disable or enable a barrier when the value is set |
►CAdventureCore.PersistenceTrigger< float > | |
CAdventureCore.FloatPersistenceTrigger | Unity events that are fired in relation to a persisted float |
►CAdventureCore.PersistenceTrigger< int > | |
CAdventureCore.IntPersistenceTrigger | Unity events that are fired in relation to a persisted int |
CAdventureCore.PlayableAnimationMessage | |
CAdventureCore.PlayableAnimationParameters | Parameters for PlayableAnimation that are used in behaviours and shown in the inspector |
►CPlayableAsset | |
CAdventureCore.Timeline.DialogClip | |
CAdventureCore.Timeline.DialogHideClip | |
CAdventureCore.Timeline.DialogShowClip | |
CAdventureCore.Timeline.InstructionClip | |
CAdventureCore.Timeline.MarchClip | |
CAdventureCore.Timeline.StateClip | |
CAdventureCore.Timeline.StateOverrideClip | |
CAdventureCore.Timeline.TweenClip | |
►CPlayableBehaviour | |
CAdventureCore.PlayableAnimation | 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 |
CAdventureCore.Timeline.DialogBehaviour | |
CAdventureCore.Timeline.DialogHideBehaviour | |
CAdventureCore.Timeline.DialogShowBehaviour | |
CAdventureCore.Timeline.InstructionBehaviour | |
CAdventureCore.Timeline.StateBehaviour | |
CAdventureCore.Timeline.StateOverrideBehaviour | |
CAdventureCore.Timeline.TweenBehaviour | |
CAdventureCore.Timeline.TweenMixerBehaviour | |
CAdventureCore.Timeline.WalkBehaviour | |
►CPropertyAttribute | |
CAdventureCore.PlayableAnimationTypeAttribute | Can be used to limit the playable parameters to either clip OR controller |
CAdventureCore.ResourceBarManager.ResourceBarPrefab | |
CAdventureCore.AttributePool.ResourceMaximum | |
CAdventureCore.ResourceQuantity | 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, .. |
CAdventureSouls.SoulsItemSelector.Result | |
CAdventureCore.PlayerPrefSaver.SaveData | |
►CScriptableObject | |
►CAdventureCore.AttributeStat | 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 |
CAdventureCore.ConstantStat | Stat that just returns its base value |
CAdventureCore.MultipliedStat | Stat that increases the base value by a multiplied attribute value |
CAdventureCore.TieredStat | 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 |
CAdventureCore.AttributeType | 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 |
CAdventureCore.CharacterInstructionObject | |
►CAdventureCore.DamageKind | 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 |
CAdventureCore.GenericDamage | 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 |
CAdventureCore.ResourceDamage | Damage that reduces some resource value(health), probably the most common kind of damage |
CAdventureCore.EffectSet | Some set of effects, most commonly used as a set of all effects that the persistence uses to load effects |
CAdventureCore.EffectType | 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 |
►CAdventureCore.ItemBase | 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 |
CAdventureCore.CapacityRaisingItem | Item that raises the ListedInventory.Capacities for another item
for example a bigger coin pouch or arrow quiver |
CAdventureCore.GenericItem | Item that has no logic itself, can be used for items that are only checked for existence like keys |
CAdventureCore.PlaceholderItem | 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 |
►CAdventureCore.PrefabItem | Item that defines a prefab which is instantiated when equipped in a InstantiatingItemSlot |
CAdventureCore.EquipmentItem | Prefab item that can modify attributes and stats while it is equipped
whether it is equippable can be restricted with attribute and stat requirements |
CAdventureCore.UsableItem | Item that can add attributes, stats and effects when used |
CAdventureHero.HeroEquipmentItem | Equipment items can be assigned to equipment buttons, when the assigned button is pressed the action on the instantiated item is started |
CAdventureSouls.SoulsArmorItem | 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 |
CAdventureSouls.SoulsArrowItem | Item that holds the visual and projectile for arrows that are used in SoulsShootAction |
CAdventureSouls.SoulsUsableItem | Item that has an action which may use the item
using the item will then add some resources to the character |
CAdventureSouls.SoulsWeaponItem | Weapon item carries the SoulsWeapons prefab which actually holds all the action and damage information |
CAdventureCore.ItemCategory | Category that may be used to group items in the ui |
CAdventureCore.ItemSet | Some set of items, most commonly used as a set of all items that the persistence uses to load items |
CAdventureCore.ItemSlotCategory | Slot category that determines which slots an item can be equipped to |
CAdventureCore.PersistenceArea | 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 |
CAdventureCore.ResourceType | 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, ...)
|
CAdventureCore.ScriptableHelper | |
►CSelectable | |
CAdventureCore.ItemsControlEntryBase< T > | 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) |
►CAdventureCore.Editor.VisualScripting.SetPersistenceDescriptorBase< SetPersistenceBoolUnit > | |
CAdventureCore.Editor.VisualScripting.SetPersistenceBoolDescriptor | |
►CAdventureCore.Editor.VisualScripting.SetPersistenceDescriptorBase< SetPersistenceFloatUnit > | |
CAdventureCore.Editor.VisualScripting.SetPersistenceFloatDescriptor | |
►CAdventureCore.Editor.VisualScripting.SetPersistenceDescriptorBase< SetPersistenceIntUnit > | |
CAdventureCore.Editor.VisualScripting.SetPersistenceIntDescriptor | |
►CAdventureCore.Editor.VisualScripting.SetPersistenceDescriptorBase< SetPersistenceStringUnit > | |
CAdventureCore.Editor.VisualScripting.SetPersistenceStringDescriptor | |
►CAdventureCore.VisualScripting.SetPersistenceValueUnit< bool > | |
CAdventureCore.VisualScripting.SetPersistenceBoolUnit | |
►CAdventureCore.VisualScripting.SetPersistenceValueUnit< float > | |
CAdventureCore.VisualScripting.SetPersistenceFloatUnit | |
►CAdventureCore.VisualScripting.SetPersistenceValueUnit< int > | |
CAdventureCore.VisualScripting.SetPersistenceIntUnit | |
►CAdventureCore.VisualScripting.SetPersistenceValueUnit< string > | |
CAdventureCore.VisualScripting.SetPersistenceStringUnit | |
►CAdventureCore.Editor.VisualScripting.SetPersisterDescriptorBase< SetPersisterBoolUnit > | |
CAdventureCore.Editor.VisualScripting.SetPersisterBoolDescriptor | |
►CAdventureCore.Editor.VisualScripting.SetPersisterDescriptorBase< SetPersisterFloatUnit > | |
CAdventureCore.Editor.VisualScripting.SetPersisterFloatDescriptor | |
►CAdventureCore.Editor.VisualScripting.SetPersisterDescriptorBase< SetPersisterIntUnit > | |
CAdventureCore.Editor.VisualScripting.SetPersisterIntDescriptor | |
►CAdventureCore.Editor.VisualScripting.SetPersisterDescriptorBase< SetPersisterStringUnit > | |
CAdventureCore.Editor.VisualScripting.SetPersisterStringDescriptor | |
►CAdventureCore.VisualScripting.SetPersisterValueUnit< bool > | |
CAdventureCore.VisualScripting.SetPersisterBoolUnit | |
►CAdventureCore.VisualScripting.SetPersisterValueUnit< float > | |
CAdventureCore.VisualScripting.SetPersisterFloatUnit | |
►CAdventureCore.VisualScripting.SetPersisterValueUnit< int > | |
CAdventureCore.VisualScripting.SetPersisterIntUnit | |
►CAdventureCore.VisualScripting.SetPersisterValueUnit< string > | |
CAdventureCore.VisualScripting.SetPersisterStringUnit | |
►CAdventureCore.VisualScripting.SetVariableUnitBase< bool > | |
CAdventureCore.VisualScripting.SetBoolVariableUnit | |
►CAdventureCore.VisualScripting.SetVariableUnitBase< CharacterActionBase > | |
CAdventureCore.VisualScripting.SetActionVariableUnit | |
►CAdventureCore.VisualScripting.SetVariableUnitBase< float > | |
CAdventureCore.VisualScripting.SetFloatVariableUnit | |
►CAdventureCore.VisualScripting.SetVariableUnitBase< int > | |
CAdventureCore.VisualScripting.SetIntVariableUnit | |
►CAdventureCore.VisualScripting.SetVariableUnitBase< string > | |
CAdventureCore.VisualScripting.SetActionNameVariableUnit | |
CAdventureCore.VisualScripting.SetStringVariableUnit | |
►CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetActionNameVariableUnit, string > | |
CAdventureCore.Editor.VisualScripting.SetActionNameVariableUnitWidget | |
►CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetActionVariableUnit, CharacterActionBase > | |
CAdventureCore.Editor.VisualScripting.SetActionVariableUnitWidget | |
►CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetBoolVariableUnit, bool > | |
CAdventureCore.Editor.VisualScripting.SetBoolVariableUnitWidget | |
►CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetFloatVariableUnit, float > | |
CAdventureCore.Editor.VisualScripting.SetFloatVariableUnitWidget | |
►CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetIntVariableUnit, int > | |
CAdventureCore.Editor.VisualScripting.SetIntVariableUnitWidget | |
►CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetStringVariableUnit, string > | |
CAdventureCore.Editor.VisualScripting.SetStringVariableUnitWidget | |
CAdventureSouls.SoulsAppearanceInfo | |
►CAdventureSouls.SoulsCharacterBase< BufferedCharacterActor, CharacterControllerMovement, ListedInventory > | |
CAdventureSouls.SoulsPlayerCharacter | Ties together all the logic directly associated with the player |
►CAdventureSouls.SoulsCharacterBase< MinimalCharacterActor, MovementBase, InventoryBase > | |
CAdventureSouls.SoulsMorningstar | Simple boss enemy with a stomp for longer distances, a spin for when the player is behind it and a smash |
►CAdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory > | |
►CAdventureSouls.SoulsNonPlayerCharacter | 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 |
CAdventureSouls.SoulsEnemyCharacter | Basic enemy character which extends the basic NPC with a trigger area that aggroes to any character that enters it
|
CAdventureSouls.SoulsFriendCharacter | 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 |
CAdventureSouls.SoulsSaveInfo | Info that is persisted for every save slot and displayed in the main menu |
CAdventureCore.AudioManager.SoundEvent | |
CAdventureCore.StateManager.StateEntry | |
CAdventureCore.StateManager.StateOverride | |
CAdventureSouls.SoulsInput.SystemActions | |
CAdventureCore.Tests.TestInput.TestActions | |
CAdventureCore.PersistedStringText.TextReplacement | |
CAdventureCore.TieredStat.Tier | |
►CTrackAsset | |
CAdventureCore.Timeline.DialogTrack | |
CAdventureCore.Timeline.InstructionTrack | |
CAdventureCore.Timeline.MarchTrack | |
CAdventureCore.Timeline.StateTrack | |
CAdventureCore.Timeline.TweenTrack | |
CAdventureSouls.SoulsTradeAction.TradeActionData | |
CAdventureSouls.SoulsTradeAction.TradeItem | |
CAdventureSouls.SoulsTradeAction.TradeItemData | |
CAdventureCore.StateManager.TransitionEntry | |
►CAdventureCore.TriggerArea< GenericTriggerArea, GenericTriggerItem > | |
CAdventureCore.GenericTriggerArea | 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
|
►CAdventureCore.TriggerArea< LockOnManager, LockOnPoint > | |
CAdventureCore.LockOnManager | 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 |
►CAdventureCore.TriggerArea< TriggerDamageSender, TriggerDamageReceiver > | |
CAdventureCore.TriggerDamageSender | Damage sender that damages TriggerDamageReceiver when unity trigger events occur (OnTriggerEnter/OnTriggerExit(2D)) |
►CAdventureCore.TriggerItem< GenericTriggerArea, GenericTriggerItem > | |
CAdventureCore.GenericTriggerItem | 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 |
►CAdventureCore.TriggerItem< LockOnManager, LockOnPoint > | |
CAdventureCore.LockOnPoint | 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) |
►CAdventureCore.TriggerItem< TriggerDamageSender, TriggerDamageReceiver > | |
CAdventureCore.TriggerDamageReceiver | Damage receiver that gets damaged by TriggerDamageSender when unity trigger events occur (OnTriggerEnter/OnTriggerExit(2D)) |
CAdventureCore.Tests.TestInput.UIActions | |
CAdventureSouls.SoulsInput.UIActions | |
►CUnit | |
CAdventureCore.VisualScripting.DamageSenderUnit | |
CAdventureCore.VisualScripting.DialogsInfoUnit | |
CAdventureCore.VisualScripting.FindRecursiveUnit | |
CAdventureCore.VisualScripting.GetCharacterUnit | |
►CAdventureCore.VisualScripting.InOutUnit | |
CAdventureCore.VisualScripting.CancelPlayableAnimationUnit | |
CAdventureCore.VisualScripting.DestroyPlayableAnimationUnit | |
CAdventureCore.VisualScripting.FocusDialogUnit | |
CAdventureCore.VisualScripting.LogUnit | |
CAdventureCore.VisualScripting.PlayAudioUnit | |
CAdventureCore.VisualScripting.PlayMusicUnit | |
CAdventureCore.VisualScripting.PlayPlayableAnimationUnit | |
CAdventureCore.VisualScripting.RagdollUnit | |
CAdventureCore.VisualScripting.ReplaceUnit | |
CAdventureCore.VisualScripting.ResetStateOverrideUnit | |
CAdventureCore.VisualScripting.SetDialogResultUnit | |
CAdventureCore.VisualScripting.SetPlayableControllerBoolUnit | |
CAdventureCore.VisualScripting.SetPlayableControllerFloatUnit | |
CAdventureCore.VisualScripting.SetPlayableControllerIntUnit | |
CAdventureCore.VisualScripting.SetPlayableControllerStateUnit | |
CAdventureCore.VisualScripting.SetPlayableControllerTriggerUnit | |
CAdventureCore.VisualScripting.SetStateOverrideUnit | |
CAdventureCore.VisualScripting.SetStateUnit | |
CAdventureCore.VisualScripting.InstructionUnitBase< T > | |
►CAdventureCore.VisualScripting.LazyUnit< T > | |
CAdventureCore.VisualScripting.LazyInOutUnit< T > | |
CAdventureCore.VisualScripting.PlayableAnimationClipSettingsUnit | |
CAdventureCore.VisualScripting.PlayableAnimationControllerSettingsUnit | |
CAdventureCore.VisualScripting.SetVariableUnitBase< T > | |
CAdventureCore.VisualScripting.ShowDialogOptionsUnit | |
CAdventureCore.VisualScripting.ShowDialogTextUnit | |
CAdventureCore.VisualScripting.ShowDialogUnit | |
CAdventureCore.VisualScripting.StateInfoUnit | |
CAdventureCore.VisualScripting.Vector2DirectionUnit | |
►CUnitDescriptor | |
►CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< TUnit > | |
CAdventureCore.Editor.VisualScripting.GetPersistenceDescriptorBase< TUnit > | |
CAdventureCore.Editor.VisualScripting.GetPersisterDescriptorBase< TUnit > | |
CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< TUnit, TInstruction > | |
CAdventureCore.Editor.VisualScripting.SetPersistenceDescriptorBase< TUnit > | |
CAdventureCore.Editor.VisualScripting.SetPersisterDescriptorBase< TUnit > | |
►CUnitWidget | |
CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< TU, TT > | |
►CAdventureCore.VisualScripting.UnityEventUnit< CharacterActionBase, string > | |
CAdventureCore.VisualScripting.ActionMessageReceivedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< DialogBase > | |
CAdventureCore.VisualScripting.DialogContinuingRefUnit | |
CAdventureCore.VisualScripting.DialogOpeningRefUnit | |
CAdventureCore.VisualScripting.DialogWaitingRefUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< DialogBase, DialogResult > | |
CAdventureCore.VisualScripting.DialogClosingRefUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< GenericTriggerArea, CharacterBase > | |
CAdventureCore.VisualScripting.CharacterEnterUnit | |
CAdventureCore.VisualScripting.CharacterExitUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< GenericTriggerArea, GenericTriggerItem > | |
CAdventureCore.VisualScripting.ItemEnterUnit | |
CAdventureCore.VisualScripting.ItemExitUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, CharacterActionBase > | |
CAdventureCore.VisualScripting.ActionEndedUnit | |
CAdventureCore.VisualScripting.ActionStartedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, DamageEvent > | |
CAdventureCore.VisualScripting.DamagingCharacterUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, DamageEvent[]> | |
CAdventureCore.VisualScripting.DamagedCharacterUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, ItemQuantity > | |
CAdventureCore.VisualScripting.InventoryChangedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, ResourceValue > | |
CAdventureCore.VisualScripting.ResourcePoolChangedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, string > | |
CAdventureCore.VisualScripting.CharacterMessageReceivedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< LockOnManager, LockOnPoint > | |
CAdventureCore.LockOnCandidateChangedUnit | |
CAdventureCore.LockOnTargetChangedUnit | |
CAdventureCore.LockOnTargetChangedWithoutHoldingUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< ResourceValue, float > | |
CAdventureCore.VisualScripting.ResourceValueChangedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< StateManager, string > | |
CAdventureCore.VisualScripting.ManagerStateChangedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< TriggerDamageReceiver, DamageEvent > | |
CAdventureCore.VisualScripting.DamagingTriggerUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< TriggerDamageReceiver, DamageEvent[]> | |
CAdventureCore.VisualScripting.DamagedTriggerUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< VisualScriptingAction, bool > | |
CAdventureCore.VisualScripting.BoolInputReceivedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< VisualScriptingAction, CharacterActionBase > | |
CAdventureCore.VisualScripting.CheckActionEndableUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< VisualScriptingAction, CharacterBase > | |
CAdventureCore.VisualScripting.CheckActionStartableUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< VisualScriptingAction, int > | |
CAdventureCore.VisualScripting.IntegerInputReceivedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnit< VisualScriptingAction, Vector2 > | |
CAdventureCore.VisualScripting.VectorInputReceivedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnitCustomArgs< CharacterActionArea, CharacterActionBase > | |
CAdventureCore.VisualScripting.ActionAreaChangedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnitCustomArgs< CharacterActionBase, CharacterBase > | |
CAdventureCore.VisualScripting.ActionEndingUnit | |
CAdventureCore.VisualScripting.ActionStartingUnit | |
►CAdventureCore.VisualScripting.UnityEventUnitCustomArgs< ICharacterAssociator, CharacterActionBase > | |
CAdventureCore.VisualScripting.ActionChangedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnitCustomArgs< ICharacterAssociator, IEnumerable< EffectBase > > | |
CAdventureCore.VisualScripting.EffectPoolChangedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnitCustomOutput< ICharacterAssociator, DamageEvent[]> | |
CAdventureCore.VisualScripting.DamagedCharacterTotalUnit | |
►CAdventureCore.VisualScripting.UnityEventUnitCustomOutput< TriggerDamageReceiver, DamageEvent[]> | |
CAdventureCore.VisualScripting.DamagedTriggerTotalUnit | |
►CAdventureCore.VisualScripting.UnityEventUnitOtherArgs< ICharacterAssociator, AttributeType, int, AttributeValue > | |
CAdventureCore.VisualScripting.AttributePoolChangedUnit | |
►CAdventureCore.VisualScripting.UnityEventUnitOtherArgs< ICharacterAssociator, EffectBase, EffectType > | |
CAdventureCore.VisualScripting.EffectAddedUnit | |
CAdventureCore.VisualScripting.EffectRemovedUnit | |
CAdventureCore.InputBindingLabel.UxmlFactory | |
CAdventureSouls.SoulsAttributeElement.UxmlFactory | |
CAdventureSouls.SoulsItemElement.UxmlFactory | |
CAdventureSouls.SoulsSaveElement.UxmlFactory | |
CAdventureSouls.SoulsSlotElement.UxmlFactory | |
►CLabel.UxmlTraits | |
CAdventureCore.InputBindingLabel.UxmlTraits | |
CAdventureCore.AttributePool.ValueData | |
CAdventureCore.ResourcePool.ValueData | |
►CVisualElement | |
CAdventureSouls.SoulsAttributeElement | |
CAdventureSouls.SoulsItemElement | |
CAdventureSouls.SoulsSaveElement | |
CAdventureSouls.SoulsSlotElement | |