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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12345]
 CAdventureSouls.SoulsInput.ActActions
 CAdventureSouls.SoulsInput.ActionActions
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionAreaChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionAreaUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionEndableChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionEndedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionEndingUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionInfoUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionMessageReceivedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionStartableChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionStartedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActionStartingUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActivateDamageUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActorInfoUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ActorTargetUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AddAttributeUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AddEffectUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AddInstructionUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AddItemsUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AddResourceUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AdvanceTextBoxUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AlignToPositionUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AlignToTargetUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AreaCharactersUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AreaItemsUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AssociatedCharacterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AttributePoolChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AttributeValuesUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< AttributeValueUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< BoolInputReceivedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CanAddItemsUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CancelCharacterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CancelPlayableAnimationUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CharacterEnterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CharacterExitUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CharacterMessageReceivedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckActionEndableUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckActionNameUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckActionStartableUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckActionUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckAttributeValueUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckEffectUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckEquipmentUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckItemCategoryQuantityUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckItemQuantityUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckMovementTargetDistanceUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckPersistenceUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckPersisterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CheckResourceValueUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ConfirmCharacterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ConfirmTextBoxUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CreatePlayableAnimationClipUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< CreatePlayableAnimationControllerUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagedCharacterTotalUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagedCharacterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagedTriggerTotalUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagedTriggerUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamageSenderUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagingCharacterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DamagingTriggerUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DeactivateDamageUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DeleteAreaUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DeleteUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< DestroyPlayableAnimationUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EffectAddedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EffectPoolChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EffectRemovedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EffectsUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EquipItemCategoryUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< EquipItemUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetActionUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetCharacterBoolUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetCharacterFloatUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetCharacterIntUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetCharacterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetOffsetRotationUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetPersistenceIndexUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< GetPlayableAnimationUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< HasEffectUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< HasItemUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< HeroInfoUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< HeroSheathingUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< IntegerInputReceivedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< InventoryChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< InventoryItemsUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ItemCategoryQuantityUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ItemEnterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ItemExitUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ItemQuantityUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< KeepMovementTargetAlignedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LoadAreaUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LoadUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockedActionUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockedCharacterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockOnCandidateChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockOnManagerUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockOnTargetChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< LockOnTargetChangedWithoutHoldingUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ManagerStateChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ManagerStateEnteredUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ManagerStateExitedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ManagerStateInfoUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< MoveCharacterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< MovementInfoUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< MovementTargetUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< MovementVectorsUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PerformActionNameUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PerformActionUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayableAnimationClipSettingsUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayableAnimationClipUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayableAnimationControllerSettingsUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayableAnimationControllerUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayableAnimationInfoUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayAnimationUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayAudioUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayManagerAudioUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayManagerMusicUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayMusicUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< PlayPlayableAnimationUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RagdollUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RemoveAttributeUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RemoveEffectUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RemoveInstructionUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RemoveItemsUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RemoveResourceUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ReplaceUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResetInputUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResetManagerStateOverrideUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResetMomentumUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResetResourcesUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResetStateOverrideUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResourcePoolChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResourceValueChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResourceValuesUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ResourceValueUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RunActionNameUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< RunActionUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SaveAreaUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SaveUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SendCharacterMessagesUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SendDamageUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetActionEndableUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetActionNameUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetActionNameVariableUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetActionStartableUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetCharacterBoolUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetCharacterFloatUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetCharacterIntUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetCharacterStateUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetCharacterTriggerUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetDialogResultUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetManagerStateOverrideUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetManagerStateUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetMovementTargetUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPersistenceIndexUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPlayableControllerBoolUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPlayableControllerFloatUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPlayableControllerIntUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPlayableControllerStateUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetPlayableControllerTriggerUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetStateOverrideUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SetStateUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< ShowDialogUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SoulsNPCActionsUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SoulsNPCStateUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SoulsPerformNPCActionUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< SoulsWeaponActionsUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StartActionNameUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StartActionUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StateChangedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StateEnteredUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StateExitedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< StateInfoUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< TeleportCharacterUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< TextBoxAwaitingUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< TextBoxEndingUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< TextBoxInfoUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< TextBoxStartingUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< Vector2DirectionUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< VectorInputReceivedUnit >
 CAdventureCore.Editor.VisualScripting.AdventureDescriptorBase< VisualScriptingActionInfoUnit >
 CAdventureExtras.AdventureExtrasThis script only exists to circumvent the 'empty asmdef' warning ;)
 CAdventureManual.AdventureManualThis script only exists to circumvent the 'empty asmdef' warning ;)
 CAdventureCore.AttributePool.AttributeData
 CAdventureCore.AttributeStatValueSerializable 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.AttributeValueSerializable 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.CharacterActionBindingsHandles event plumbing between InputAction and CharacterActionBase, simplifies switching out actions behind an input
 CAdventureCore.CharacterBaseTyped< CharacterActorBase, MovementBase, InventoryBase >
 CAdventureCore.CharacterInstructionBaseCharacter 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
 CAdventureSouls.SoulsWeapon.DamageBonus
 CAdventureCore.DamageEventEvent 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.DamageInstanceUtility class used in damage senders to keep track of the active damages
also manages the timing for ticking damage
 CAdventureCore.DamageParameterSerializable 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
 CEditorWindow
 CAdventureCore.EffectPool.EffectData
 CAdventureCore.EffectPool.EffectValue
 CAdventureCore.PlayerPrefSaver.EntryData
 CEventUnit
 CAdventureCore.Editor.VisualScripting.GetPersistenceDescriptorBase< GetPersistenceBoolUnit >
 CAdventureCore.Editor.VisualScripting.GetPersistenceDescriptorBase< GetPersistenceFloatUnit >
 CAdventureCore.Editor.VisualScripting.GetPersistenceDescriptorBase< GetPersistenceIntUnit >
 CAdventureCore.Editor.VisualScripting.GetPersistenceDescriptorBase< GetPersistenceStringUnit >
 CAdventureCore.VisualScripting.GetPersistenceValueUnit< bool >
 CAdventureCore.VisualScripting.GetPersistenceValueUnit< float >
 CAdventureCore.VisualScripting.GetPersistenceValueUnit< int >
 CAdventureCore.VisualScripting.GetPersistenceValueUnit< string >
 CAdventureCore.Editor.VisualScripting.GetPersisterDescriptorBase< GetPersisterBoolUnit >
 CAdventureCore.Editor.VisualScripting.GetPersisterDescriptorBase< GetPersisterFloatUnit >
 CAdventureCore.Editor.VisualScripting.GetPersisterDescriptorBase< GetPersisterIntUnit >
 CAdventureCore.Editor.VisualScripting.GetPersisterDescriptorBase< GetPersisterStringUnit >
 CAdventureCore.VisualScripting.GetPersisterValueUnit< bool >
 CAdventureCore.VisualScripting.GetPersisterValueUnit< float >
 CAdventureCore.VisualScripting.GetPersisterValueUnit< int >
 CAdventureCore.VisualScripting.GetPersisterValueUnit< string >
 CAdventureCore.GroundChecker.GroundOption
 CAdventureSouls.SoulsInput.IActActions
 CAdventureSouls.SoulsInput.IActionActions
 CIAnimationJob
 CAdventureCore.IAttributeModifierInterface 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.ICharacterAssociatorImplemented 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
 CAdventureSouls.ICriticalInterface for any character that can crit
checked when SoulsAttackAction.CanCritical is set and the attack receives input
 CAdventureCore.IDescriptionItemInterface that provides description text for hints or tooltips
 CIDisposable
 CIEquatable
 CSystem.IEquatable
 CAdventureSouls.IGetCrittedInterface 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.IGetGuardBrokenInterface 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.IGetStaggeredInterface for characters that can get staggered, happens when the character hits into a guard action without breaking it
 CAdventureHero.HeroPlayerCharacter.IHoldable
 CIInputActionCollection2
 CAdventureSouls.SoulsInput.ILookActions
 CAdventureSouls.SoulsInput.IMoveActions
 CInputBindingComposite
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< AnimatorBoolInstructionUnit, AnimatorBoolInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< AnimatorFloatInstructionUnit, AnimatorFloatInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< AnimatorIntInstructionUnit, AnimatorIntInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< AttributeMultiplierInstructionUnit, AttributeMultiplierInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< HideSlotInstructionUnit, HideSlotInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< MovementSpeedMultiplierInstructionUnit, MovementSpeedMultiplierInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< StatMultiplierInstructionUnit, StatMultiplierInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendControlInstructionUnit, SuspendControlInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendMovementCollisionInstructionUnit, SuspendMovementCollisionInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendMovementControlInstructionUnit, SuspendMovementControlInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendMovementInstructionUnit, SuspendMovementInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendMovementPartsInstructionUnit, SuspendMovementPartsInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendMovementPersistenceInstructionUnit, SuspendMovementPersistenceInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendReceiveDamageInstructionUnit, SuspendReceiveDamageInstruction >
 CAdventureCore.Editor.VisualScripting.InstructionDescriptorBase< SuspendSendDamageInstructionUnit, SuspendSendDamageInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< AnimatorBoolInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< AnimatorFloatInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< AnimatorIntInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< AttributeMultiplierInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< HideSlotInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< MovementSpeedMultiplierInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< StatMultiplierInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< SuspendControlInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< SuspendMovementCollisionInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< SuspendMovementControlInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< SuspendMovementInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< SuspendMovementPartsInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< SuspendMovementPersistenceInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< SuspendReceiveDamageInstruction >
 CAdventureCore.VisualScripting.InstructionUnitBase< SuspendSendDamageInstruction >
 CAdventureCore.InventoryItemSerializable 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.IPersisterInterface 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.IPlayAnimation
 CIPointerMoveHandler
 CIPropertyPreview
 CAdventureCore.IStatModifierInterface 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)
 CAdventureSouls.SoulsInput.ISystemActions
 CAdventureCore.ItemChance
 CAdventureCore.ItemQuantitySerializable 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.ItemSlot< HeroEquipmentItem >
 CAdventureCore.ItemSlot< ItemBase >
 CAdventureCore.ItemSlot< PrefabItem >
 CAdventureCore.ItemSlot< SoulsArmorItem >
 CAdventureCore.ItemSlot< SoulsArrowItem >
 CAdventureCore.ItemSlot< SoulsUsableItem >
 CAdventureCore.ItemSlot< SoulsWeaponItem >
 CAdventureCore.Tests.TestInput.ITestActions
 CITimelineClipAsset
 CAdventureSouls.SoulsInput.IUIActions
 CLabel
 CAdventureCore.VisualScripting.LazyInOutUnit< AudioManager >
 CAdventureCore.VisualScripting.LazyInOutUnit< DialogBase >
 CAdventureCore.VisualScripting.LazyInOutUnit< ICharacterAssociator >
 CAdventureCore.VisualScripting.LazyInOutUnit< IDamageSender >
 CAdventureCore.VisualScripting.LazyInOutUnit< PersistenceContainer >
 CAdventureCore.VisualScripting.LazyInOutUnit< PersisterBase >
 CAdventureCore.VisualScripting.LazyInOutUnit< StateManager >
 CAdventureCore.VisualScripting.LazyInOutUnit< TextBoxBase >
 CAdventureCore.VisualScripting.LazyInOutUnit< TriggerDamageSender >
 CAdventureCore.VisualScripting.LazyInOutUnit< VisualScriptingAction >
 CAdventureCore.VisualScripting.LazyUnit< Animator >
 CAdventureCore.VisualScripting.LazyUnit< CharacterActionArea >
 CAdventureCore.VisualScripting.LazyUnit< CharacterActionBase >
 CAdventureCore.VisualScripting.LazyUnit< CharacterActorBase >
 CAdventureCore.VisualScripting.LazyUnit< DialogBase >
 CAdventureCore.VisualScripting.LazyUnit< GenericTriggerArea >
 CAdventureCore.VisualScripting.LazyUnit< HeroPlayerCharacter >
 CAdventureCore.VisualScripting.LazyUnit< ICharacterAssociator >
 CAdventureCore.VisualScripting.LazyUnit< IPlayAnimation >
 CAdventureCore.VisualScripting.LazyUnit< LockOnManager >
 CAdventureCore.VisualScripting.LazyUnit< PersistenceContainer >
 CAdventureCore.VisualScripting.LazyUnit< PersisterBase >
 CAdventureCore.VisualScripting.LazyUnit< SoulsNonPlayerCharacter >
 CAdventureCore.VisualScripting.LazyUnit< StateManager >
 CAdventureCore.VisualScripting.LazyUnit< TargetCharacterActor >
 CAdventureCore.VisualScripting.LazyUnit< TextBoxBase >
 CAdventureCore.VisualScripting.LazyUnit< VisualScriptingAction >
 CAdventureCore.ListedInventory.ListedInventoryData
 CAdventureSouls.SoulsInput.LookActions
 CAdventureCore.MessageEventSerializable 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
 CAdventureSouls.SoulsInput.MoveActions
 CAdventureCore.AudioManager.MusicTrack
 CAdventureSouls.SoulsNonPlayerCharacter.NPCData
 CAdventureCore.VisualScripting.PerformActionBaseUnit< CharacterBase >
 CAdventureCore.VisualScripting.PerformActionBaseUnit< SoulsNonPlayerCharacter >
 CAdventureCore.PersistenceDataUtility 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.PersistenceTrigger< float >
 CAdventureCore.PersistenceTrigger< int >
 CAdventureCore.PlayableAnimationMessage
 CAdventureCore.PlayableAnimationParametersParameters for PlayableAnimation that are used in behaviours and shown in the inspector
 CPlayableAsset
 CPlayableBehaviour
 CPropertyAttribute
 CPropertyDrawer
 CAdventureCore.ResourceBarManager.ResourceBarPrefab
 CAdventureCore.AttributePool.ResourceMaximum
 CAdventureCore.ResourceQuantitySerializable 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.Editor.VisualScripting.SetPersistenceDescriptorBase< SetPersistenceBoolUnit >
 CAdventureCore.Editor.VisualScripting.SetPersistenceDescriptorBase< SetPersistenceFloatUnit >
 CAdventureCore.Editor.VisualScripting.SetPersistenceDescriptorBase< SetPersistenceIntUnit >
 CAdventureCore.Editor.VisualScripting.SetPersistenceDescriptorBase< SetPersistenceStringUnit >
 CAdventureCore.VisualScripting.SetPersistenceValueUnit< bool >
 CAdventureCore.VisualScripting.SetPersistenceValueUnit< float >
 CAdventureCore.VisualScripting.SetPersistenceValueUnit< int >
 CAdventureCore.VisualScripting.SetPersistenceValueUnit< string >
 CAdventureCore.Editor.VisualScripting.SetPersisterDescriptorBase< SetPersisterBoolUnit >
 CAdventureCore.Editor.VisualScripting.SetPersisterDescriptorBase< SetPersisterFloatUnit >
 CAdventureCore.Editor.VisualScripting.SetPersisterDescriptorBase< SetPersisterIntUnit >
 CAdventureCore.Editor.VisualScripting.SetPersisterDescriptorBase< SetPersisterStringUnit >
 CAdventureCore.VisualScripting.SetPersisterValueUnit< bool >
 CAdventureCore.VisualScripting.SetPersisterValueUnit< float >
 CAdventureCore.VisualScripting.SetPersisterValueUnit< int >
 CAdventureCore.VisualScripting.SetPersisterValueUnit< string >
 CAdventureCore.VisualScripting.SetVariableUnitBase< bool >
 CAdventureCore.VisualScripting.SetVariableUnitBase< CharacterActionBase >
 CAdventureCore.VisualScripting.SetVariableUnitBase< float >
 CAdventureCore.VisualScripting.SetVariableUnitBase< int >
 CAdventureCore.VisualScripting.SetVariableUnitBase< string >
 CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetActionNameVariableUnit, string >
 CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetActionVariableUnit, CharacterActionBase >
 CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetBoolVariableUnit, bool >
 CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetFloatVariableUnit, float >
 CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetIntVariableUnit, int >
 CAdventureCore.Editor.VisualScripting.SetVariableUnitWidgetBase< SetStringVariableUnit, string >
 CAdventureSouls.SoulsAppearanceInfo
 CAdventureSouls.SoulsCharacterBase< BufferedCharacterActor, CharacterControllerMovement, ListedInventory >
 CAdventureSouls.SoulsCharacterBase< MinimalCharacterActor, MovementBase, InventoryBase >
 CAdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory >
 CAdventureSouls.SoulsSaveInfoInfo 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
 CAdventureSouls.SoulsTradeAction.TradeActionData
 CAdventureSouls.SoulsTradeAction.TradeItem
 CAdventureSouls.SoulsTradeAction.TradeItemData
 CAdventureCore.StateManager.TransitionEntry
 CAdventureCore.TriggerArea< GenericTriggerArea, GenericTriggerItem >
 CAdventureCore.TriggerArea< LockOnManager, LockOnPoint >
 CAdventureCore.TriggerArea< TriggerDamageSender, TriggerDamageReceiver >
 CAdventureCore.TriggerItem< GenericTriggerArea, GenericTriggerItem >
 CAdventureCore.TriggerItem< LockOnManager, LockOnPoint >
 CAdventureCore.TriggerItem< TriggerDamageSender, TriggerDamageReceiver >
 CAdventureSouls.SoulsInput.UIActions
 CUnit
 CUnitDescriptor
 CUnitWidget
 CAdventureCore.VisualScripting.UnityEventUnit< CharacterActionBase, string >
 CAdventureCore.VisualScripting.UnityEventUnit< GenericTriggerArea, CharacterBase >
 CAdventureCore.VisualScripting.UnityEventUnit< GenericTriggerArea, GenericTriggerItem >
 CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, CharacterActionBase >
 CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, DamageEvent >
 CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, DamageEvent[]>
 CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, ItemQuantity >
 CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, ResourceValue >
 CAdventureCore.VisualScripting.UnityEventUnit< ICharacterAssociator, string >
 CAdventureCore.VisualScripting.UnityEventUnit< LockOnManager, LockOnPoint >
 CAdventureCore.VisualScripting.UnityEventUnit< ResourceValue, float >
 CAdventureCore.VisualScripting.UnityEventUnit< StateManager, string >
 CAdventureCore.VisualScripting.UnityEventUnit< TextBoxBase, string >
 CAdventureCore.VisualScripting.UnityEventUnit< TriggerDamageReceiver, DamageEvent >
 CAdventureCore.VisualScripting.UnityEventUnit< TriggerDamageReceiver, DamageEvent[]>
 CAdventureCore.VisualScripting.UnityEventUnit< VisualScriptingAction, bool >
 CAdventureCore.VisualScripting.UnityEventUnit< VisualScriptingAction, CharacterActionBase >
 CAdventureCore.VisualScripting.UnityEventUnit< VisualScriptingAction, CharacterBase >
 CAdventureCore.VisualScripting.UnityEventUnit< VisualScriptingAction, int >
 CAdventureCore.VisualScripting.UnityEventUnit< VisualScriptingAction, Vector2 >
 CAdventureCore.VisualScripting.UnityEventUnitCustomArgs< CharacterActionArea, CharacterActionBase >
 CAdventureCore.VisualScripting.UnityEventUnitCustomArgs< CharacterActionBase, CharacterBase >
 CAdventureCore.VisualScripting.UnityEventUnitCustomArgs< ICharacterAssociator, CharacterActionBase >
 CAdventureCore.VisualScripting.UnityEventUnitCustomArgs< ICharacterAssociator, IEnumerable< EffectBase > >
 CAdventureCore.VisualScripting.UnityEventUnitCustomOutput< ICharacterAssociator, DamageEvent[]>
 CAdventureCore.VisualScripting.UnityEventUnitCustomOutput< TriggerDamageReceiver, DamageEvent[]>
 CAdventureCore.VisualScripting.UnityEventUnitOtherArgs< ICharacterAssociator, AttributeType, int, AttributeValue >
 CAdventureCore.VisualScripting.UnityEventUnitOtherArgs< ICharacterAssociator, EffectBase, EffectType >
 CAdventureCore.InputBindingLabel.UxmlFactory
 CAdventureSouls.SoulsAttributeElement.UxmlFactory
 CAdventureSouls.SoulsItemElement.UxmlFactory
 CAdventureSouls.SoulsResourceElement.UxmlFactory
 CAdventureSouls.SoulsSaveElement.UxmlFactory
 CAdventureSouls.SoulsSlotElement.UxmlFactory
 CLabel.UxmlTraits
 CAdventureCore.AttributePool.ValueData
 CAdventureCore.ResourcePool.ValueData
 CVisualElement