ActionAdventureKit 1.7.3
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Classes | |
class | AdventureHelper |
some useful common functions | |
class | AnimatedCharacterBase |
class | AnimationEventFuncs |
exposes a couple basic gameobject methods so they can be used in animation events More... | |
class | 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) More... | |
class | AnimatorBoolInstruction |
sets a bool parameter in an animator and resets it to the opposite value More... | |
class | AnimatorFloatInstruction |
sets a float parameter in an animator More... | |
class | AnimatorIntInstruction |
sets a int parameter in an animator More... | |
class | AnimatorParameterSetter |
helper that enables setting bool, int and float parameters on an animator from a UnityEngine.Events.UnityEvent in the inspector More... | |
class | 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 More... | |
class | AnimatorSpeedMultiplierInstruction |
multiplies animator speed with a value, resets speed to 1 More... | |
class | AttributeEffect |
an effect that modifies an attribute while it is active by adding to it More... | |
class | AttributeMultiplierInstruction |
multiplies the attributes of its character while it is active for examplem a buff that increases strength by 10% More... | |
class | 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, ...) More... | |
class | AttributePoolText |
shows all attribute values of a pool in a text component, useful for debugging More... | |
class | 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 More... | |
class | AttributeStatPanel |
visualizes an AttributeStat and its current value in an AttributePool More... | |
class | 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | AttributeValuePanel |
visualizes an AttributeType and its current value in an AttributePool More... | |
class | 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 More... | |
class | AudioSlider |
class | BehaviourEventTrigger |
provides 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 More... | |
class | BoolPersistenceTrigger |
provides unity events that are fired in relation to a persisted bool for example to disable or enable a barrier when the value is set More... | |
class | BufferedCharacterActor |
actor that buffers a requested action for a defined time and starts it if the current action can end in that timeframe More... | |
class | 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 More... | |
class | ButtonInputAdapter |
class | 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 More... | |
class | 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 More... | |
class | CameraController |
simple camera controller without lock-on or cinemachine More... | |
class | CapacityRaisingItem |
item that raises the ListedInventory.Capacities for another item for example a bigger coin pouch or arrow quiver More... | |
class | ChangingResourceValue |
resource value that changes its value over time More... | |
class | 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 More... | |
class | CharacterActionAreaText |
shows an action areas current action in a ui text, useful for debugging More... | |
class | 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 More... | |
class | CharacterActionBindings |
handles event plumbing between InputAction and CharacterActionBase, simplifies switching out actions behind an input More... | |
class | CharacterActorBase |
base class for character actors these actors manage how and when exactly actions can start, are started and ended More... | |
class | CharacterAssociation |
can be used to provide a ICharacterAssociator on a specific object to a character somewhere else in the scene More... | |
class | 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 More... | |
class | CharacterBaseTyped |
generic base for characters, allows the character implementation to define the type of actor, movement and inventory it needs in its signature More... | |
class | CharacterCarrierArea |
area that parents any character that enters it and suspends its movement More... | |
class | CharacterControllerMovement |
a movement implementation that is built on top of the unity CharacterController meant for player movement it accepts input in OnMove(Vector2) and OnSprint(bool) More... | |
class | 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 More... | |
class | CharacterInstructionBase |
a 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 More... | |
class | CharacterInstructionObject |
class | 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) More... | |
class | CollisionDebugger |
logs any kind of collision happening on the gameobject, purely for debugging More... | |
class | ConstantStat |
stat that just returns its base value More... | |
class | 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 More... | |
class | CopyTransform |
copies position and rotation from a target transform to this one More... | |
class | DamageEffect |
effect that repeatedly damages the character while active More... | |
class | 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 More... | |
class | DamageInstance |
utility class used in damage senders to keep track of the active damages also manages the timing for ticking damage More... | |
class | 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 More... | |
class | 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 More... | |
class | DebugInstruction |
logs its Apply(CharacterBase) and Reset(CharacterBase) calls to the debugger More... | |
class | DescriptionItem |
provides a 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 More... | |
class | DescriptionText |
displays description texts from an IDescriptionItem that are selected by the event system More... | |
class | 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) More... | |
class | 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 More... | |
class | 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 More... | |
class | DialogElement |
dialog implementation to be used with the new UI Toolkit More... | |
class | DialogTMP |
dialog implementation to be used with TextMeshPro and Unity UI More... | |
class | DialogUI |
dialog implementation to be used with Unity UI and legacy Text components More... | |
class | EffectBarBase |
base class for ui behaviours that visualize the active effects of a pool takes care of subscribing to the pools events More... | |
class | 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | EffectPoolText |
shows all active effects of a pool in a text component, useful for debugging More... | |
class | 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 More... | |
class | EffectSet |
some set of effects, most commonly used as a set of all effects that the persistence uses to load effects More... | |
class | 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 More... | |
class | 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 More... | |
class | EventSystemCursor |
behaviour that places a transform over the EventSystem.currentSelectedGameObject which can be used to show a cursor in the UI More... | |
class | 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 More... | |
class | FloatPersistenceTrigger |
provides unity events that are fired in relation to a persisted float More... | |
class | FocusHelper |
provides focus and cursor lock handling, disables mouse when the game view is not active in the editor More... | |
class | Follower |
makes this gameobject follow a target and copy its active state More... | |
class | GenericAction |
action that does nothing on its own and is ended by any kind of bool input More... | |
class | 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | GenericItem |
an item that has no logic itself, can be used for items that are only checked for existence like keys More... | |
class | GenericItemSlot |
item slot that has no logic and can be used with any item More... | |
class | 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 More... | |
class | 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 More... | |
class | GroundChecker |
class | HideCharacterInstruction |
hides the complete character, by default this deactivates the animators gameobject More... | |
class | 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 More... | |
interface | IAnimationPreview |
interface | 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) More... | |
interface | 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 More... | |
interface | 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 More... | |
interface | 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 More... | |
interface | IDescriptionItem |
interface that provides description text for hints or tooltips More... | |
class | InputBindingLabel |
class | 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 More... | |
class | InstantiatingItemSlot |
item slot for PrefabItem which instantiates the items prefab while it is equipped More... | |
class | 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 More... | |
class | IntervalSpawner |
simply spawns some prefab periodically More... | |
class | IntPersistenceTrigger |
provides unity events that are fired in relation to a persisted int More... | |
class | 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 More... | |
class | 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 More... | |
class | InventoryItemPanel |
visualizes an InventoryItem in the ui, the item can be forwarded to an ItemPanel to be visualized there More... | |
class | InventoryText |
shows all items in the inventory in a text component, useful for debugging More... | |
interface | 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 More... | |
interface | IPlayAnimation |
used to identify objects that play PlayableAnimation used for preview and in visual scripting More... | |
interface | 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) More... | |
class | 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 More... | |
class | ItemCategory |
category that may be used to group items in the ui More... | |
class | ItemChance |
class | ItemNotification |
visualizes an item quantity that has been added or removed More... | |
class | ItemNotifications |
spawns an ItemNotification when something is added or removed from an inventory More... | |
class | ItemPanel |
visualizes an ItemBase in the ui More... | |
class | 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 More... | |
class | 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 More... | |
class | ItemQuantityText |
shows the quantity of a particular item in a UI text More... | |
class | ItemQuantityTextCapped |
shows the quantity of a particular item in a UI text and colors it when its capacity is reached More... | |
class | ItemsControlBase |
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 More... | |
class | ItemsControlEntryBase |
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) More... | |
class | ItemSet |
some set of items, most commonly used as a set of all items that the persistence uses to load items More... | |
class | ItemSlot |
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) More... | |
class | ItemSlotBase |
non-generic base class for item slots, usually the generic ItemSlot<T> should be derived from this More... | |
class | ItemSlotCategory |
slot category that determines which slots an item can be equipped to More... | |
class | ItemSlotPanel |
visualizes an ItemSlotBase in the ui, the equipped item can be forwarded to an AdventureCore.InventoryItemPanel to be visualized there More... | |
class | 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 More... | |
class | ListedInventory |
simple implementation of an unlimited inventory that simply stores everything in a list More... | |
class | ListedInventoryElement |
visualizes a listed inventory in a ui document More... | |
class | ListedInventoryEntryPanel |
implementation of ItemsControlEntryBase<T> for ListedInventoryPanel instantiated for every inventory item that is shown in the inventor panel More... | |
class | ListedInventoryPanel |
visualizes the contents of a ListedInventory and can enable using or equipping the items More... | |
class | LockableCameraBase |
class | 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 More... | |
class | 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 More... | |
class | LockOnCandidateChangedUnit |
class | 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 More... | |
class | 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) More... | |
class | LockOnTargetChangedUnit |
class | LockOnTargetChangedWithoutHoldingUnit |
class | ManualMovement |
movement implementation for characters that handle movement themselfes or dont really need movement More... | |
class | 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, ...) More... | |
class | 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 More... | |
class | 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 More... | |
class | MotionAction |
a 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 More... | |
class | MovableDamageReceiver |
damage receiver that applies an impulse force to a rigidbody when damaged More... | |
class | 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 More... | |
class | MovementBasePersisted |
class | MovementMotionMultiplierInstruction |
mutliplies the movement root motion while it is active More... | |
class | MovementSpeedMultiplierInstruction |
mutliplies the movement speed while it is active More... | |
class | Mover |
moves the transforms position and/or rotation every frame can be used to move projectiles forward or to rotate pickups without needing animations More... | |
class | 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 More... | |
class | MultipliedStat |
stat that increases the base value by a multiplied attribute value More... | |
class | NavApproachAction |
starts an approach on a NavMeshAgentMovement and waits for its completion the target is the MovementBase.Target on the Movement More... | |
class | NavMeshAgentMovement |
a 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 More... | |
class | NavPatrolAction |
moves a NavMeshAgentMovement cyclically between the specified points automatically saves its current index into the movements persister with subkey 'PAT' More... | |
class | 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) More... | |
class | OverlayElement |
makes a ui element automatically follow a transform More... | |
class | PersistedNumberText |
retrieves a number from persistence and visualizes it in a text component More... | |
class | PersistedStringText |
shows all items in the inventory in a text component, useful for debugging More... | |
class | 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | PersistenceTrigger |
provides 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | PlayableAnimationMessage |
class | PlayableAnimationParameters |
parameters for PlayableAnimation that are used in behaviours and shown in the inspector More... | |
class | 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 More... | |
class | PlayableAnimationTypeAttribute |
can be used to limit the playable parameters to either clip OR controller More... | |
class | 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 More... | |
class | 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 More... | |
class | PoseAction |
a 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 More... | |
class | PrefabItem |
an item that defines a prefab which is instantiated when equipped in a InstantiatingItemSlot More... | |
class | ProjectileDamageSender |
special triggered damage sender that moves itself gets destroyed once it has done damage or hits the environment More... | |
class | 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | 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 More... | |
class | ResourceBarPanel |
visualizes a resource using canvas objects and legacy text elements check out the ManualResource scene in the AdventureManual project for an example More... | |
class | ResourceBarTMP |
visualizes a resource using canvas objects and TextMeshPro text elements check out the ManualResource scene in the AdventureManual project for an example More... | |
class | ResourceDamage |
damage that reduces some resource value(health), probably the most common kind of damage More... | |
class | 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 More... | |
class | ResourcePoolText |
shows all the resource values of a pool in a text component, useful for debugging More... | |
class | 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, ... More... | |
class | 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, ...) More... | |
class | ResourceValue |
basic resource value that does not change on its own inherit from this class to implement resources with custom logic More... | |
class | ScriptableHelper |
class | SerialCharacterActor |
base class for any actor that has one active action at a time More... | |
class | SlotText |
shows the currently equipped item of a slot More... | |
class | SphereDamageSender |
performs a sphere overlap and damages any IDamageReceiver on the colliders/rigidbodies it finds More... | |
class | StatEffect |
an effect that modifies a stat while it is active by adding to it More... | |
class | StateManager |
simple state manager that acts through unity events More... | |
class | StatMultiplierInstruction |
multiplies the stat of its character while it is active for example a buff that increases attack by 50% More... | |
class | SuspendControlInstruction |
completely stops input from being processed More... | |
class | 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 More... | |
class | SuspendMovementControlInstruction |
suspends movement from processing controls but leaves movement otherwise running for example when jumping the player may not be allowed to change direction More... | |
class | SuspendMovementInstruction |
suspends movement entirely, useful when an action takes over movement while it is active for example attacks that have root motion More... | |
class | SuspendMovementPartsInstruction |
suspends movement translation and/or rotation more fine grained version of SuspendMovementInstruction More... | |
class | SuspendMovementPersistenceInstruction |
pauses persistence of the movement, for example when standing on a moving platform or in a hazardous area More... | |
class | SuspendReceiveDamageInstruction |
incoming damage is discarded while this instruction is active for example i-frames in a rolling or dodge animation More... | |
class | SuspendSendDamageInstruction |
no damage is sent while this instruction is active More... | |
class | 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 More... | |
class | 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 More... | |
class | TimedAction |
action that does nothing on its own and ends after a defined duration More... | |
class | TimelineAction |
action that plays a timeline and ends when it is finished More... | |
class | TimeoutEffect |
effect that terminates itself after a defined duration has run out More... | |
class | TriggerArea |
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 More... | |
class | TriggerDamageReceiver |
damage receiver that gets damaged by TriggerDamageSender when unity trigger events occur (OnTriggerEnter/OnTriggerExit(2D)) More... | |
class | TriggerDamageSender |
damage sender that damages TriggerDamageReceiver when unity trigger events occur (OnTriggerEnter/OnTriggerExit(2D)) More... | |
class | TriggerItem |
counterpart to TriggerArea<TArea, TItem> More... | |
class | UIDebugger |
logs the currently focused ui toolkit element every frame More... | |
class | UsableItem |
item that can add attributes, stats and effects when used More... | |
class | VisualScriptingAction |
character action meant for actions mainly driven by a script machine exposes some additional events and properties to support that More... | |
Enumerations | |
enum | MarchMode { Regular , Pace , Await } |
enum | PlayableAnimationType { Any , Clip , Controller } |
used in PlayableAnimationTypeAttribute to limit the kind of playable animation to either clip OR controller | |
enum | DialogButtons { Ok , OkCancel , YesNo , YesNoCancel , None } |
enum | DialogInput { None , String , Integer , Float , Custom } |
enum | DialogResult { None = 0 , Ok = 1 , Yes = 2 , No = 3 , Cancel = 4 , Option1 = 10 , Option2 = 11 , Option3 = 12 , Option4 = 13 , Option5 = 14 , Option6 = 15 , Option7 = 16 , Option8 = 17 , Option9 = 18 } |