|
class | AnimationMapping |
| Maps between animation states and strings More...
|
|
class | AnimationPauser |
| Pauses animation when the TimeManager pauses (regardless of time scale). More...
|
|
class | AnimationStateExtensions |
| Static extensions for Animation State
|
|
class | AnimationTransitionMapping |
| Animation transition mapping. Relates a state and previous state. More...
|
|
class | AnimatorControllerMapping |
| Maps between animation states and controllers. More...
|
|
class | AnimationBridge_2DCharacterSystem |
| An animator that plays animations on a SimpleCharacter from the 2D Character System. More...
|
|
class | AnimationBridge_DebugLog |
| An animator that plays animations directly on a mecanim controller. Typically used for 2D sprites. More...
|
|
interface | IAnimationBridge |
| Interface for animation bridges. More...
|
|
class | LegacyAnimation |
| A data class which assocaites a legacy animation to an animation state. More...
|
|
class | LegacyAnimationBridge |
| An animator that plays animations using the legacy 3D framework. More...
|
|
class | MecanimAnimationBridge_2D |
| An animator that plays animations directly on a mecanim controller. Typically used for 2D sprites. More...
|
|
class | MecanimAnimationBridge_2DWithIgnoredStates |
| An animator that plays animations directly on a mecanim controller. Typically used for 2D sprites. This variation only plays animations you specifically add to a list. More...
|
|
class | MecanimAnimationBridge_2DWithModifiers |
| An animator that plays animations directly on a mecanim controller. Typically used for 2D sprites. More...
|
|
class | MecanimAnimationBridge_2DWithTransitions |
| An animator that plays animations directly on a mecanim controller. Typically used for 2D sprites. You can optionally specify transition animations which will override the default animation based on the aimer. More...
|
|
class | MecanimAnimationBridge_3D |
| An animator that sends sets state and previous state on a mecanim controller. Typically used for 3D models. More...
|
|
class | MecanimAnimationBridge_3DExtraParams |
| An animator that sends more parameters to the mecanim controller than the standard bridge. This is primarily here as an example of how you can extend the Mecanim 3D bridge. More...
|
|
class | MecanimOverrideAsAnimationBridge |
| Bridge which plays animations from overrides. More...
|
|
class | DontRotateSprite |
| Attach this to the character sprite (or 3D model) to stop it rotating in the Z axis. This is behaviour found in many retro games. This script needs to have its execution order set to be after the main character script (Character.cs). More...
|
|
class | LeftRightAnimatorOverrideDirectionFacer |
| Applies an animator override to flip directions. More...
|
|
class | ModelRotationDirectionFacer |
| Changes facing direction by rotating the model. More...
|
|
class | UnitySpriteAimDirectionFacer |
| Changes facing direction using transform scale and faces in the aiming direction. More...
|
|
class | UnitySpriteDepthHandler |
| Changes sprite rendering order based on character depth. Usually used for complex platforms that can go in front of and behind eah other (i.e. loops). More...
|
|
class | UnitySpriteDirectionFacer |
| Changes facing direction using transform. More...
|
|
class | UnitySpriteDirectionFacerY |
| Changes facing direction using transform. More...
|
|
class | AttackAnimationEventResponder |
| Add this to the character animator used to animate attacks in order to listen to HitBoxStart and hitBoxEnd events and send them to character hit box. More...
|
|
class | AttackEventArgs |
| Attack event arguments. More...
|
|
class | BasicAttackData |
| Stores data about a basic attack such as its animation, key, and hit box. More...
|
|
class | BasicAttacks |
| Handles the setup of basic single button attacks for air and ground. This is a "special" movement. It derives from movement but has a lot of additional functionality. More...
|
|
class | BasicAttacksWithAutoFire |
| Simple extension to basic attacks which checks for button HELD instead of button down. More...
|
|
class | BlockAttack |
| An extension to BasicAttacks which does a block. More...
|
|
class | CharacterHitBox |
| The damage causing collider of a character or enemy, collides with hurt boxes to cause damage. More...
|
|
class | CharacterHitBoxWithMultiHit |
| The damage causing collider of a character or enemy, collides with hurt boxes to cause damage. This version can hit multiple enemies from one attack. More...
|
|
class | ComboAttackData |
| Stores data about a basic attack such as its animation, key, and hit box. More...
|
|
class | ComboTypeEnumExtensions |
| Combo type enum extensions.
|
|
class | ComboAttacks |
| Attacks which can only be triggered after another attack (optionally only after another attack hits). More...
|
|
class | DashAttack |
| An extension to BasicAttacks which does a dash attack. More...
|
|
class | AutoAimProjectileAimerInspector |
|
class | BasicAttacksInspector |
| Editor for basic attacks. More...
|
|
class | ComboAttackInspector |
| Editor for basic attacks. More...
|
|
class | DashAttackInspector |
| Editor for dash attacks. More...
|
|
class | MultiProjectileAttacksInspector |
| Editor for basic attacks. More...
|
|
class | PowerBombAttackInspector |
| Editor for power bomb attacks. More...
|
|
class | JumpOnHeadHitBox |
| A hit box which damages enemies when the character jumps on them. It does this by ignoring hits that happen while character is grounded or moving upwards. More...
|
|
class | MultiProjectileAttackData |
| Stores data about a multi-projectile attack. More...
|
|
class | MultiProjectileData |
| Stores data about a projectile for a multi-projectile attack. More...
|
|
class | MultiProjectileAttacks |
| Projectile attacks that luanch more than one projectile. More...
|
|
class | PowerBombAttack |
| An extension to BasicAttacks which does a power bomb attack. More...
|
|
class | AlternateAxisAimer |
| Provides aiming using the controllers alternate axis. More...
|
|
class | AutoAimProjectileAimer |
| Projecitle aimer that always aims at the target. Not for use on characters! MULTIPLAYER TODO: This class only supports a single player game as it always targets the last loaded character. More...
|
|
class | ChargableProjectile |
| A projectile which can be cahrged up and gets faster and/or does more damage based on the charge. More...
|
|
class | GrappleAimerInspector |
|
class | FireEnemyProjectileFromAnimation |
|
class | GrappleAimer |
| Aimer for grapple which can shoot up or at 45 degrees (Left or Right). More...
|
|
class | GrenadeProjectile |
| Projectile used in projectile (ranged) attacks that is controlled by physics. More...
|
|
class | Projectile |
| Projectile used in projectile (ranged) attacks. Note you don't have to use projectile class for projectiles. More...
|
|
class | ProjectileAimer |
| Provides aiming details for a projectile. More...
|
|
class | ProjectileHitBox |
|
class | RotateToVelocityDirection |
| Rotate an object towards the velocity direction of its rigidbody (or aprents rigidbody). More...
|
|
class | SetProjectileSize |
| Sets a projectiles size based on its charge. More...
|
|
class | AudioManager |
| Handles shared audio settings like volume. More...
|
|
class | AudioManagerData |
| Audio manager sound data More...
|
|
class | MusicPlayer |
| Music player which provides basic operations for playing/pausing/stopping music. More...
|
|
class | SongData |
| Assocaites a music clip with a name. More...
|
|
class | SoundEffect |
| Simple wrapper for sound effects. More...
|
|
class | SoundEffect_Bridge |
| An 'animator' that plays sounds when the character enters certain states. More...
|
|
class | SoundEffectMapping |
| Maps ainmation states to sound effects. More...
|
|
class | AutoZoneUpdater |
| Attach to a Character (or transform) to automatically update the camera zone when the character enters a new zone. More...
|
|
class | CameraTransitionPoint |
| An area which triggers a transition of the camera. More...
|
|
class | CameraZone |
| An area which the camera can be moved to and within. More...
|
|
class | PlatformCamera |
| Base class for all platformer cameras. More...
|
|
class | CameraExtensions |
|
class | PlatformerProStandardCamera |
| A camera which smoothly centers on the character and also allows movement between zones. More...
|
|
class | CameraAxisSettings |
| Settings defining how a camera moves along an axis. More...
|
|
class | QuantizeMovementToPixels |
| Class which ensures whatver is being moved is snapped to a pixel position. More...
|
|
class | SimpleParallax |
| Very simple parralax scroller. More...
|
|
class | Character |
| The root class for a character. This class ties together movement, animation, and other behaviours. More...
|
|
class | CharacterReference |
| A character reference can be attached to any object to provide an easy way to access the related character without needing to check for parents. More...
|
|
class | CharacterRotationTypeExtensions |
|
interface | ICharacterReference |
| Interface for anything that can get a character reference. More...
|
|
interface | ICoreComponent |
| Interface for core character components. More...
|
|
interface | IMob |
| Interface used by mobile things like characters and enemies. More...
|
|
class | PlatformerProMonoBehaviour |
| Extends MonoBehaviour to primarily provide a better editor experience. More...
|
|
class | ActionButtonCondition |
| COndition which is true if user is pressing or holding jump. More...
|
|
class | ActivatedCondition |
| Condition that is set when the given item is activated. More...
|
|
class | ActiveMovementCondition |
|
class | ActiveMovementNotInListCondition |
| Condition is met if active movement is NOT in the list. More...
|
|
class | AdditionalCondition |
| Additional trigger conditions. Add a subclass of this this to the same GameObject as a Trigger to add new contions. More...
|
|
class | AndConditionCombiner |
| Combines conditions and returns true if all of them are true. More...
|
|
class | CharacterSwimmingCondition |
|
class | CoolDownCondition |
| Condition which requires a cooldown timer to expire; More...
|
|
class | DeactivatedCondition |
| Condition that is set when the given item is deactivated. More...
|
|
class | DoorIsOpenCondition |
| Condition which only passes if a referenced Door is in the given state More...
|
|
class | FacingDirectionCondition |
|
class | FrictionCondition |
| Friction condition. Activates when friction is above or below a given threshold. More...
|
|
class | GameObjectActive |
| Condition which only passes if a referenced GameObject is Active More...
|
|
class | GroundLayerCondition |
| Condition that is met only when character is standing on a certain type of ground. More...
|
|
class | HeightCondition |
| Condition which only passes if character is above/below a certain height. More...
|
|
class | InputDirectionCondition |
| Condition which is true if user is pressing or holding a given direction. More...
|
|
class | IsInColliderCondition |
| Condition which only passes if character transform is inside a collider. More...
|
|
class | JumpButtonCondition |
| COndition which is true if user is pressing or holding jump. More...
|
|
class | MinimumHealthCondition |
| Condition which requires a specific amount of health. More...
|
|
class | MustBeAirborneCondition |
| Condition that is met only when character is grounded. More...
|
|
class | MustBeGroundedCondition |
| Condition that is met only when character is grounded. More...
|
|
class | MustHaveItemCondition |
| Condition which requires a specific item to be held. More...
|
|
class | OrConditionCombiner |
| Combines conditions and returns true if any of them are true. More...
|
|
class | PlatformActivatedCondition |
| Condition which only passes if a referenced platform is Activated More...
|
|
class | PowerUpActiveCondition |
| Condition which requires a specific power up to be active. More...
|
|
class | DialogEventArgs |
|
class | DialogSystem |
| Drives UI and control for showing dialogs. If there's one of these in the scene you can use it to show all dialogs or you can set up different types of dialogs by including multiple instances. Dialog triggering events will drive the DialogSystem marked as default. More...
|
|
interface | IDialogNode |
|
class | CharacterInspector |
| Inspector for characters classes. More...
|
|
class | PlatformerProEditorUtils |
| Utilities to make it easier to create cusotm editors. More...
|
|
class | PlatformerProMonoBehaviourInspector |
| Base editor for paltformer pro monobehaviours. More...
|
|
class | PlatformerProTester |
|
class | ChargeListener |
| Listens for an attack being charged and sends events based on charge level. More...
|
|
class | ChargeEventArgs |
| Charge event arguments. More...
|
|
class | ParticleEffect_Bridge |
| An 'animator' that plays animations when the character enters certain states. More...
|
|
class | ParticleEffectMapping |
| Maps animation states to particle effects. More...
|
|
class | EnemyAI |
| An enemy AI is typically extended for SIMPLE enemy AI controllers and is used to move control between basic enemy movements. For COMPLEX AI you will most likely implement your enemy as a character and your enemy AI as an Input to that character. More...
|
|
class | EnemyAI_AIGraph |
| Enemy AI which is driven by a user defined behaviour graph. More...
|
|
class | EnemyNamedAIGraphs |
| Associates a name to a graph. More...
|
|
class | EnemyAI_HideOnDamage |
| Enemy AI which runs a default movement until damage at which point it hides. Optionally if hit while hiding it can enter a charge state. More...
|
|
class | EnemyAI_PatrolToAttack |
| Anemy AI which moves the character from whatever default is set to an attack state if the enemy comes within range. More...
|
|
class | EnemyAI_PatrolToChargeToAttack |
| Anemy AI which moves the character from whatever default is set to charge to an attack state if the enemy comes within range. More...
|
|
class | EnemyAI_SeeAndCharge |
| Enemy AI which looks left and right until it sees a character at which point it charges at the character. More...
|
|
class | EnemyAI_SeeAndShoot |
| Enemy AI which ocassionally runs back and forward within a designated area, and if it sees the player shoots at it. More...
|
|
class | EnemyAI_SeeAndShootWithHide |
| Enemy AI which ocassionally runs back and forward within a designated area, and if it sees the player shoots at it. If the player shoots it it hides (potentially becoming invulnerable to damage). More...
|
|
class | EnemyAI_SenseAndShoot |
| Extension to see and shoot which also has a proximity like sense (for example could be hearing). More...
|
|
class | Enemy |
| Base class for an enemy. More...
|
|
class | EnemyPersistenceData |
| Used to store enemy state. More...
|
|
class | EnemyHazard |
| Like a normal hazard but it has an enemy reference and tells the enemy when it hit the character. More...
|
|
class | EnemyHitBox |
| Like a normal enemy hazard but it can be enabled and disabled. More...
|
|
class | EnemyHurtBox |
| Enemy hurt box. More...
|
|
class | EnemyHurtBoxWithDamageFilter |
| Enemy hurt box. More...
|
|
class | EnemySpawner |
|
class | EnemyStateToAnimation |
| Relates an enemy state to an enemy movement. More...
|
|
interface | ICompletableMovement |
| Implement this on movements that guarantee to make the MovementComplete call. More...
|
|
class | EnemyMovement_WaypointMoverInspector |
| Inspector for characters classes. More...
|
|
class | EnemyDeathMovement |
| Enemy death movement. More...
|
|
class | EnemyMovement |
| This is the basic behaviour from which all enemy movement behaviours are derived. To create your own enemy movement extend this class. More...
|
|
class | EnemyMovement_Charge |
| An enemy movement that simply runs in a given direction optionaly shotting projectiles. More...
|
|
class | EnemyMovement_ChargeAtTarget |
| An enemy movement that simply runs in a given direction optionaly shooting projectiles. More...
|
|
class | EnemyMovement_ChargeWithBounce |
| Same as a charge with an optional bounce. More...
|
|
class | EnemyMovement_Damage_Freeze |
| Enemy damage movement which freezes when hit by a certain kind of damage, and reverts to another damage movement otherwise. More...
|
|
class | EnemyMovement_Damage_PlayAnimationOnly |
| Enemy death movement which just plays an animation which is mapped to enemy state. More...
|
|
class | EnemyMovement_Damaged_AnimationSyncPerDamageType |
|
class | EnemyMovement_Damaged_Bobble |
| An enemy movement that bobbles on damage or death. More...
|
|
class | EnemyMovement_Damaged_Knockback |
| An enemy movement thatapplies a force on damage or death. More...
|
|
class | EnemyMovement_Distributor |
| An enemy movement class which allows multiple movements to be combined by proxying off DoMove calls to the right movement based on the enemy state. More...
|
|
class | EnemyMovement_FlyUpAndDown |
| An enemy movement that flies up and down. More...
|
|
class | EnemyMovement_FreeFollowTarget |
| An enemy movement that simply runs in a given direction optionaly shotting projectiles. More...
|
|
class | EnemyMovement_HideWithDeploy |
| Enemy movement which hides the enemy and plays a deploy/undeploy animation. More...
|
|
class | EnemyMovement_MeleeAttack |
| Enemy movement for simple melee attack. More...
|
|
class | EnemyMovement_MoveToPosition |
| An enemy movement that moves directly to a position. More...
|
|
class | EnemyMovement_Patrol |
| An enemy movement that patrols back and forth. More...
|
|
class | EnemyMovement_PatrolWithShoot |
| Enemy movement which spawns a projectile and sets an animation override whilst patrolling back and forth. More...
|
|
class | EnemyMovement_PlayAnimationOnly |
| Enemy movement which just plays an animation which is mapped to enemy state. More...
|
|
class | EnemyMovement_ShootWithDeployAndAim |
| Enemy movement which deploys a weapon (animation) then shoots (roughly) in direction of character. More...
|
|
class | EnemyMovement_ShowDialog |
|
class | EnemyMovement_SimpleShoot |
| Enemy movement which spawns a projectile and sets an animation override. More...
|
|
class | EnemyMovement_VerticalSnapper |
| An enemy movement that quickly snaps upwards at player if they come within range. More...
|
|
class | EnemyMovement_WaypointMover |
| An enemy movement that moves through a set of waypoints. More...
|
|
class | EnemyStateToMovement |
| Relates an enemy state to an enemy movement. More...
|
|
class | RotatingEnemy |
| Enemy which can rotate. More...
|
|
class | SequenceDrivenEnemy |
| An enemy that has a sequence of moves which happen in order (can loop). More...
|
|
class | EnemyPhase |
|
class | EnemyStateInfo |
|
class | StompOnHead |
| Special "platform" that handles stomping on characters heads. More...
|
|
class | AutoEvent |
| Attach this to an object to raise an event from standard Unity hooks (awake, start, enable, etc). More...
|
|
class | CustomEventFilter |
| Extend this to write your own filters for EventResponders. There's a sample implementation called SkipOnDeathEventFilter. More...
|
|
class | EventResponderInspector |
|
class | EquipResponder |
| Listens to Equip/Unequip events and More...
|
|
class | EquipResponse |
| Data defining how we handle an item being equipped. More...
|
|
class | ActivationEventArgs |
| Activation event arguments. More...
|
|
class | AnimationEventArgs |
| Animation event arguments. More...
|
|
class | CameraZoneChangeEventArgs |
| Arguments passed when a camera zone change event is raised. More...
|
|
class | CharacterEventArgs |
| Character event arguments. More...
|
|
class | DamageInfoEventArgs |
| Damage info event arguments used for damage, death and game over events. More...
|
|
class | DoorEventArgs |
| Door event arguments. More...
|
|
class | EmptyEventArgs |
| Generic event used for events tht have no args. More...
|
|
class | EnemyAIEventArgs |
| Enemy AI event arguments. More...
|
|
class | ExtraDamageInfoEventArgs |
| Damage info event arguments which also includes an attakc name on top of the damage type. More...
|
|
class | GamePhaseEventArgs |
| Event sent by game manager to indicate loading state. More...
|
|
class | HealedEventArgs |
| Health info event arguments. More...
|
|
class | IntegerBasedEventArgs |
| A class for an event for which the key piece of data is an integer. More...
|
|
class | ItemDamagedEventArgs |
| Item event args with additioal args for a damaged event.s More...
|
|
class | ItemEventArgs |
| Item event arguments. More...
|
|
class | LevelEventArgs |
| Level event arguments. More...
|
|
class | PersistenceEventArgs |
| Event arguments for persistence events. More...
|
|
class | SequenceEnemyPhaseEventArgs |
| Phase event arguments. More...
|
|
class | PurchaseFailEventArgs |
| Item event arguments. More...
|
|
class | RespawnEventArgs |
| Character event arguments. More...
|
|
class | SceneEventArgs |
| Scene event arguments. More...
|
|
class | StateEventArgs |
| State event arguments. More...
|
|
interface | IStringBasedEventArgs |
| A class for an event for which the key piece of data is a string. More...
|
|
class | EventResponder |
| Use this component to do something when an event occurs. For example play a sound or particle effect. More...
|
|
class | EventResponse |
| Defines a repsonse to an event. More...
|
|
class | EventResponseExtensions |
|
class | GenericResponder |
| Use this component to do something when an event occurs. This is a base class, and should be extended. More...
|
|
class | SkipOnDeathEventFilter |
| A custom event filter that skips the event if the character is dead. More...
|
|
class | PersistableInspector |
| Inspector for persistable classes. More...
|
|
class | PersistableObjectInspector |
|
class | LastSceneLoader |
| Loads scene data from scene manager data and if present it will load the saved scene. More...
|
|
class | LevelLockData |
| Stores lock data (which is typically about a locked/unlocked level). More...
|
|
class | LevelManager |
| Manages respawning and respawn points. More...
|
|
class | LevelManagerData |
| Stores data that drives the level manager. More...
|
|
class | AlignToBottom |
| Aligns a GO to the bottom edge of the camera. More...
|
|
class | AlignToLeft |
| Aligns a GO to the left edge of the camera. More...
|
|
class | AlignToMiddle |
| Aligns a GO to the left edge of the camera. More...
|
|
class | AlignToRight |
| Aligns a GO to the right edge of the camera. More...
|
|
class | AlignToTop |
| Aligns a GO to the top edge of the camera. More...
|
|
class | MultiPlatformEnabler |
| Enables or Disables items based on the platform. More...
|
|
class | MultiPlatformEnablerCondition |
| Multi platform enabler condition. More...
|
|
class | MultiPlatformScaler |
| ESets an objects scale based on the platform. More...
|
|
class | Persistable |
| Base class for objects that can be saved. More...
|
|
class | PersistenceTypeEnumExtensions |
|
class | PersistableObject |
| Component to attach to an object if you wish its state to be saved. More...
|
|
class | PersistableObjectData |
| Stores data about a persistable object. More...
|
|
class | PersistableObjectManager |
| Static class for managing persistable objects. More...
|
|
class | PersistableObjectTypeExtensions |
|
class | PlatformerProGameManager |
| The master Game Manager controls loading characters, triggering persistence, and setting up the game ready to play. More...
|
|
class | AvailableCharacterData |
| Characters that can be loaded. More...
|
|
class | RespawnPoint |
| A point at which the character can respawn. Transform should exactly match where the character will spawn. More...
|
|
class | SaveOnRigidbodySleep |
|
class | TimeManager |
| Handles time related operations such as getting the current frame time. This implementation is a simple wrapper on delta time that limits the maximum time of a frame to a user defined maximum value. More...
|
|
class | TimeManagerWithTimer |
| A TimeManager extension which kills all characters after a timer expires. More...
|
|
class | CharacterBlockingHurtBox |
| A collider that can register damage agaisnt the character but also supports blocking damage via a BlockAttack movement. More...
|
|
class | CharacterHealth |
| Tracks character health and triggers character death. More...
|
|
class | CharacterHurtBox |
| A collider that can register damage agaisnt the character. More...
|
|
class | DamageImmunity |
| Used to define damage immunity in character health. More...
|
|
class | DamageInfo |
| Wraps information about a (potentially) damage causing hit to the player. More...
|
|
class | DamageTypeExtension |
| Just a sample showing you how you could create your own names for custom damage types.
|
|
class | DeathAction |
| Data for an action that occurs at death (or on game over). More...
|
|
class | Hazard |
| A hazard causes damage to a player. The default hazard is a trigger and requires the player to have a collider. More...
|
|
interface | IHurtable |
| Interface implemented by a hurt box (or anything else that can be hurt). More...
|
|
class | AxisAsButton |
| Treats an axis like a button. More...
|
|
class | BufferedInput |
| An input that buffers the jump, run and action buttons from another input so that the controls can be more forgiving to the user. More...
|
|
class | DisabledInput |
| An Input that is always off/disabled. Returns 0/NONE to everything except AnyKey and PauseButton. More...
|
|
class | StandardInputInspector |
| Inspector for the standard input. More...
|
|
class | EscapeKeyHandler |
| Because ESC very commonly pauses and/or exits it can be convenient to handle this separate to the input system. This class allows this (but you don't have to add it). More...
|
|
class | Input |
| Abstract defintion of what is required in an input class. More...
|
|
class | MultiInput |
| Input which accepts input form multiple sources and provides an interface that makes them look like one source. More...
|
|
class | StandardInput |
| The standard input with reassignable buttons and a set of default key assignments (arrows + z, x, and c). Also handles controllers and user configurable inputs. More...
|
|
class | StandardInputData |
|
class | BasicTouchInput |
| A simple but effective touch input. More...
|
|
class | ButtonEventArgs |
| Button event arguments. More...
|
|
interface | ITouchAxis |
| Provides an axis via a touch input. More...
|
|
interface | ITouchButton |
| Interface for touch buttons. More...
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class | TouchButton |
| An input button typically used for mobile devices. More...
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class | TouchButtonExit |
| An input button that loads another scene. Mainly for the samples. More...
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class | TwoButtonTouchAxis |
| A very simple axis that just wraps a negative and positive button and provides values of -1, 0 and 1. More...
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class | TriggerAsButtonInput |
| Wraps a standard input and allows you to define triggers as action buttons More...
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class | UnityInput |
| An input which defers inputs to Unity's input system. More...
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class | ActivationGroup |
| Activation groups provide a set of ID's that can be turned on of off (activated or deactivated). The state of these can be used to drive things like the active weapon, or character powers More...
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class | StackableItemData |
| Data about a collectible mapping a string (name) to details like the maximum amount allowed. More...
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class | InventoryInspector |
| Inspector for inventory. More...
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class | ItemManagerInspector |
| Custom inspector for item manager. More...
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class | ItemTypeEditor |
| Editor for items. More...
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class | ItemTypeManagerInspector |
| Item type manager inspector. More...
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class | EquipmentManager |
| Managed equipping items. More...
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class | EquipmentData |
| Stores data about what the player has equipped. Equipped items are quite like inventory items so we extend that class. More...
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class | Inventory |
| Holds Items. Extend to create your own inventories. More...
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class | InventoryData |
| Stores data baout an inventory. More...
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class | Item |
| Base class for all collectible things. More...
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class | ItemAndCount |
| Data about a collectible mapping a string (name) to detils like the maximum amount allowed. More...
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class | ItemData |
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class | ItemInstanceData |
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class | ItemManager |
| Stores details about the items a character has collected. Should be on the same Game Object as the character. More...
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class | ItemPickupBox |
| This UI element is shown when a character stands over an item and the pick up button is not equal to -1 (i.e. auto pick-up is off). More...
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class | ItemStatProvider |
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class | ItemsToLives |
| The following script turns a stack of collectible into lives when a threshold value is reached. i.e. Collect 100 coins to get a life. Could easily be modified to convert items or add health. More...
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class | ItemTypeData |
| Stores data about an item type. More...
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class | ItemTypeManager |
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class | PowerUpManagerInspector |
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class | PowerUpManager |
| Responds to power up collection by implementing the power. More...
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class | PowerUpResponse |
| Contains details about a power up response. More...
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class | PrefabDictionary |
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class | Shop |
| A shop where a player can buy and sell items. More...
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class | ShopItem |
| An item in a shop with details about pricing, etc. More...
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class | ShopItemData |
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class | AirMovement |
| A wrapper class for handling moving on the ground that proxies the movement function to the desired implementation. More...
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class | AirMovement_CrouchJump |
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class | AirMovement_DelayedJump |
| Air movement which delays jump until a timer goes off and then gives control to the deault jump. Cannot be the default jump. More...
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class | AirMovement_Digital |
| Air movement digital. More...
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class | AirMovement_Digital_V2 |
| Air movement digital. More...
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class | AirMovement_DigitalNoDirChange |
| An air movement with no changing direciton in the air. More...
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class | AirMovement_DoubleJumpJetpack |
| Air movement which engages a jetpack on the second press of the jump button similar to a double jump. More...
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class | AirMovement_Float |
| Air movement which floats when jump is pressed. More...
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class | AirMovement_Fly |
| Air movement which allows flying. More...
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class | AirMovement_JetPack |
| Jet pack based based air movement. More...
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class | AirMovement_MecanimDrivenAnimation |
| An air movement that lets mecanim to most of the work. More...
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class | AirMovement_Parachute |
| Air movement which tries to hit a target speed by slowing down or speeding up. Simulates a parachute. More...
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class | AirMovement_Physics |
| Physics based air movement. More...
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class | AirMovement_TeleportJump |
| Air movement which allows you teleport multiple times in any direction. Note that you still move through space when teleporting More...
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class | AirMovement_Variable |
| An air movement that has a variable height jump. More...
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class | AirMovement_VariableDoubleJumpOnly |
| An air movement that has a variable height jump but only works when already in the air. More...
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class | AirMovement_VariableWithDoubleJump |
| An air movement that has a variable height jump. More...
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class | AirMovement_VariableWithInertia |
| An air movement that has a variable height jump and in which the horizontal speed has some inertia before coming to a stop (i.e. is not instantly changed). Similar to SMB. More...
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class | AirMovement_VariableWithInertiaAndDouble |
| An air movement that has a variable height jump and in which the horizontal speed has some inertia before coming to a stop (i.e. is not instantly changed). Similar to SMB. More...
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class | AirMovement_VariableWithInertiaV2 |
| An air movement that has a variable height jump and in which the horizontal speed has some inertia before coming to a stop (i.e. is not instantly changed). Similar to SMB. More...
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class | AirMovement_Wrapper |
| Air movement which wraps another air movement AND a crouch in order to allow crouching while jumping. More...
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class | BaseCollisions |
| The base collision behaviour stops the character from passing through obstacles. It is called by most Movement<c> calls after they have finished movement to ensure that the character doesn't penetrate level geometry. Movement More...
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class | BaseMovement |
| A wrapper class for handling movement that proxies the movement function to the desired implementation. More...
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class | ClimbMovement |
| A wrapper class for handling moving on ladders and other climbables that proxies the movement function to the desired implementation. More...
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class | ClimbMovement_FourWay |
| A climb movement which allows you to move in all four directions. For example on fences, vines, walls. More...
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class | ClimbMovement_HorizontalOnly |
| A climb movement which allows you to move only horizontally. More...
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class | ClimbMovement_Rope |
| A climb movement for swinging climbables (i.e ropes!) It does not handle collisions so make sure there is room around your ropes. More...
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class | LadderFacingDirectionOverride |
| Add this to a ladder if you want to face a specific direction when climbing the ladder. More...
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class | LadderMovement_Digital |
| A climb movement for ladder climbing with strict digital style controls. More...
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class | LadderMovement_DigitalForTiles |
| A climb movement for ladder climbing with strict digital style controls and made for supporting tile based levels where one ladder may be made of multiple tiles. More...
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class | LadderMovement_WithTopClimb |
| A climb movement for ladder climbing which plays an (uninterruptible) animation at the top of the ladder is reached. WARNING: THIS MOVEMNET CURRENTLY ONLY WORKS SEAMLESLLY WITH 3D CHARACTERS More...
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class | Rope |
| Attached to the top level of a rope object. More...
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class | RopeAnchor |
| Top of a rope. More...
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class | RopeMotor |
| Makes a rope swing automatically. Intended for ropes with 1 section and a fixed grab position for games that want ropes like 'Pitfall'. Note the ridigbody will be made kinematic and no other physics will affect it. More...
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class | RopeSection |
| Section of a rope. More...
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class | BasicRaycast |
| A simple raycast collider wrapping a standard 2D raycast. More...
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class | BoxCollider2DExtensions |
| BoxCollider2D extension methods.
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class | DynamicColliderResizer |
| Changes collider sizes based on animation state. Use this component if you want to change the shape of the characters colliders for specific aniamtion states/movements. More...
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class | ResizeMap |
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class | ColliderResizeInfo |
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class | UnityColliderResizeInfo |
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class | UnityColliderDetails |
| Stores defaults for unity colliders so we can reset them back to exact values without potenetial floating point drift. More...
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interface | IRaycastColliderWithIMob |
| Interface for anything that can get a Mob reference. More...
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class | NoAllocationRaycast |
| A simple raycast collider wrapping a standard 2D raycast in a way that ensures no per frame allocation. More...
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class | NoAllocationSmartFeetcast |
| A raycast collider wrapping a standard 2D raycast in a way that ensures no per frame allocation. That also changes the length of the raycast based on the characters y speed. The default feet collider. More...
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class | NoAllocationSmartHeadcast |
| A raycast collider wrapping a standard 2D raycast in a way that ensures no per frame allocation. That also changes the length of the raycast based on the characters y speed. The default feet collider. More...
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class | NoAllocationSmartSidecast |
| A raycast collider specifically for the sides. It uses the character reference to provide smarter collisions. More...
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class | DamageMovement |
| A wrapper class for handling the characters movement (or lack thereof) when the character is dying. More...
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class | DamageMovement_AnimationOnly |
| A damage movement which plays an animation and nothing else. More...
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class | DamageMovement_AnimationPerDamageType |
| A damage movement which plays an animation based on the damage type. More...
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class | DamageTypeToDamageAnimation |
| Maps Damage type to Damage Animation. More...
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class | DamageMovement_AnimationSyncPerDamageType |
| A damage movement which plays an animation based on the damage type, adds an optional knockback, and can sync invulnerable time with an animator. More...
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class | DamageTypeToDamageResponse |
| Maps damage type to a response. More...
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class | DamageResponse |
| Details of a damage response. More...
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class | DamageMovement_AnimationWithBobble |
| A damage movement which plays an animation and bobbles the character in to the air. More...
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class | DamageMovement_ExplosiveForce |
| A damage movement which knocks back the character. More...
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class | DamageMovement_RandomAnimation |
| A damage movement which plays a random animation from a list. More...
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class | DeathMovement |
| A wrapper class for handling the characters movement (or lack thereof) when the character is hit. More...
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class | AirMovementInspector |
| Inspector for ground movement classes. More...
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class | BaseMovementInspector |
| Inspector for movements which uses reflection to create a pop up of available implementations from which the user can select. More...
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class | ClimbMovementInspector |
| Inspector for ladder and other climbing movememt classes. More...
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class | DamageMovementInspector |
| Inspector for damage movement classes. More...
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class | DeathMovementInspector |
| Inspector for death movement classes. This is just a damage movement inspector with a different name and type. More...
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class | GroundMovementInspector |
| Inspector for ground movement classes. More...
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class | SpecialMovementInspector |
| Inspector for ground movement classes. More...
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class | WallMovementInspector |
| Inspector for wall movement classes. More...
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class | FlippableGravity |
| A gravity which can be flipped. More...
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class | Gravity |
| Applies the default gravity to the character. More...
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interface | IFlippableGravityMovement |
| Interface implemented by movements which can handle flipped gravity. More...
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class | CrouchHelper |
| Provides helper functions useful when creating crouch movements. More...
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class | GroundMovement |
| A wrapper class for handling moving on the ground that proxies the movement function to the desired implementation. More...
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class | GroundMovement_BalanceOnEdge |
| Ground movement_ digital. More...
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class | GroundMovement_Crouch |
| Base ground movement for crouch functions which handles core behaviour like More...
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class | GroundMovement_CrouchNoCrawl |
| Movement for crouching that doesn't allow you to move forward. More...
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class | GroundMovement_CrouchWithCrawl |
| Movement for crouching and creeping while crouched. More...
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class | GroundMovement_CrouchWithSlide |
| Movement for crouching that will slide if moving at speed. More...
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class | GroundMovement_CrouchWithSlideAndCrawl |
| Movement for crouching that will slide if moving at speed. More...
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class | GroundMovement_CurveDriven |
| Ground movement which sets x speed based on an animation curve and its relationship to animator normalised time. More...
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class | GroundMovement_Digital |
| Ground movement_ digital. More...
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class | GroundMovement_DigitalDoubleTapRun |
| Ground movement_ digital. More...
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class | GroundMovement_DigitalStopOnUpDown |
| Ground movement digital which doesn't allow running if player is holding up or down. More...
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class | GroundMovement_DigitalWithRun |
| Ground movement with five state digital movement. More...
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class | GroundMovement_DigitalWithSlide |
| Ground movement with three state digital movement ans liding. More...
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class | GroundMovement_LandWithDamage |
| Ground movement to play a land animation. More...
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class | GroundMovement_MecanimAnimationDriven |
| Ground movement that lets mecanim do the movement. More...
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class | GroundMovement_PassDown |
| Ground movement_ digital. More...
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class | GroundMovement_PassDownByTimeOnly |
| Ground movement_ digital that does a pass down by time. More...
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class | GroundMovement_Physics |
| Ground movement that uses physics style movement. More...
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class | GroundMovement_PhysicsWithLoop |
| Ground movement that uses physics style movement and can support 360 degree loops. More...
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class | GroundMovement_PhysicsWithRun |
| Ground movement that uses physics style movement and includes run. More...
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class | GroundMovement_Pull |
| Ground movement which allows character to pull things. More...
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class | GroundMovement_Push |
| Ground movement which allows character to push things. More...
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class | GroundMovement_RollOnButton |
| Ground movement which rolls when you press a button. More...
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class | GroundMovement_RollOnLand |
| Ground movement roll on land. More...
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class | GroundMovement_SimpleLand |
| Ground movement to play a land animation. More...
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class | GroundMovement_Stairs |
| Ground movement for walking up and down stairs. More...
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interface | IPhysicsMovement |
| This interface is used by movements that are physics based, it helps other movements decide what to do when transitioning control to them. More...
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class | MecanimRootAnimationMatcher |
| Matches character position to the root animators position. More...
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class | Movement |
| This is the basic behaviour from which all movement behaviours are derived. To create your own movement extend this class. More...
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class | MovementInfo |
| This data class stores information about the movement which is used by the editor. More...
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class | MovementVariable |
| Data for a movement variable More...
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class | RaycastTypeExtensions |
| Raycast type extensions.
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class | Breath |
| Add this to your character (or child) if you want a breath mechanic (typically used when swimming). Breath is typically between 0 and 1, but you can increase it by setting MaxBreath. More...
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class | ForceApplier |
| Force applier applies a force based on the velocity of the character. Make sure the layer of this object isn't one the Character can collide with, else the character will collide with itself. More...
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class | GrapplingHookProjectile |
| Projectile used for grappling hook. More...
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class | SpecialMovement |
| A wrapper class for handling special moveemnts that dont fall in to the standard categories. More...
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class | SpecialMovement_DirectionalSwim |
| A special movement which starts the character swimming when the enter the water. The directional version applies swim force in the direction the character is facing. More...
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class | DirectionalSwimTypeExtensions |
| Directional swim type extensions. Used to get human readable descriptions of swim types.
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class | SpecialMovement_GrapplingHook |
| A grappling hook with various options. More...
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class | GrapplingHookControlTypeExtensions |
| Grappling hook control type extensions.
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class | GrapplingHookSlowDownTypeExtensions |
| Grappling hook control type extensions.
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class | SpecialMovement_HangFromCeiling |
| Hang from the ceiling on collision. More...
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class | SpecialMovement_HangFromCeilingWithClimb |
| Hang from the ceiling on collision. More...
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class | SpecialMovement_JumpOnHead |
| A special movement which provides a more robust (but slightly more performance expensive) alternative to the JumpOnHeadHitBox. More...
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class | SpecialMovement_MecanimTargetted |
| A special movement which uses mecanim target. Typically for acrobatic moves. More...
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class | SpecialMovement_PlayAnimation |
| A special movement which plays the given animation until completion. More...
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class | SpecialMovement_Rail |
| A special movement which takes control while character is lokced on a rail platform. More...
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class | SpecialMovement_Swim |
| A special movement which starts the character swimming when the enter the water. More...
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class | SpecialMovement_WeildWeapon |
| A special movement which plays the weild animation, and then sets an animator override. Because it sends events this movement cannot be selected from drop down and must be added directly. More...
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class | SwimDirectionRotator |
| A little class to rotate towars the direction of swim. More...
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class | LedgeClimbEnumExtensions |
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class | WallMovement |
| A wrapper class for handling moving against a wall that proxies the movement function to the desired implementation. More...
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class | WallMovement_AutoStick |
| A wall movement class that automatically sticks to walls and can only be dismounted by pressing jump. More...
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class | WallMovement_LedgeClimb |
| A wall movement class that grabs a ledge and climbs up it. More...
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class | WallMovement_WallCling |
| A wall movment class that can stick to and slide down walls. The character can also jump from the wall. More...
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class | WallMovement_WallClingAndClimb |
| A wall movment class that can stick to, climb and slide down walls. The character can also jump from the wall. More...
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class | WallMovement_WallClingAndRun |
| A wall movment class that can stick to, climb and slide down walls. The character can also jump from the wall. More...
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class | WallMovement_WallJump |
| A wall movement class that lets you jump away from a wall and will automatically slide down a wall if you touch it. More...
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class | WallMovement_WallJump_V2 |
| A wall movement class that lets you jump away from a wall and will automatically slide down a wall if you touch it. More...
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class | WallMovement_WallJump_V3 |
| A wall movement class that lets you jump away from a wall only when sliding down. More...
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class | TaggedProperty |
| An attribute used to indicate a property is a named property which can be changed through the UpdateNamedProperty methods of the Character class. More...
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class | BackAndForthPlatform |
| A platform that moves back and forth in the x direction between two set points at a fixed speed. More...
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class | CharacterPhysicsCollider |
| A special collider used to handle triggers and physics interaction. More...
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class | ConveyerPlatform |
| A platform that moves a character forward at a consant speed. More...
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class | CrumblingPlatform |
| A platform that crumbles after a delay. More...
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class | DamageAfterTimePlatform |
| A platform which applies damage after a time. More...
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class | DepthPlatform |
| A platform that has a depth and only registers collissions from a certain depth. More...
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class | DepthSwitchPlatform |
| A platform that has a depth and only registers collissions from a certain depth. More...
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class | DestroyOnHeadbutt |
| Platform that spawns (or adds) an item on headbutt. More...
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class | DestroyOnStandPlatform |
| A platform that falls off the screen after a given number of seconds. More...
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class | DestructiblePlatform |
| A platform that can be destoryed via damage. More...
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class | Door |
| An extension to a platform that represents a door. More...
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class | RailPlatformInspector |
| Inspector for rail platforms. More...
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class | StairInspector |
| Stair inspector. More...
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class | WaypointMoverPlatformInspector |
| Inspector for waypointmovers classes. More...
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class | ElevatorPlatform |
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class | EnemySpringBoard |
| Attach to an enemy to create a spring board which also damages the underlying enemy. An alternative to jump on head movement. More...
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class | EnterableDoor |
| A door which can be entered. More...
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class | FallingPlatform |
| A platform that falls off the screen after a given number of seconds. More...
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class | HorizontalSpringboardPlatform |
| A platform that springs the character horizontally, requires a physics like ground movement. More...
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class | IgnoreColliderPlatform |
| A platform that ignores user specified colliders. Use for making boundaries impassable from certain directions. Generally not for passthroughs. Use the passthrough layer for passthroughs. More...
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interface | IPullable |
| Interface for objects that are pullable. More...
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class | LoopPlatform |
| A platform that is used for front or back of a loop. It works like a depth platform except it also prohibits jumping past a certian point which is useful for allow small/tight loops. More...
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class | ParentOnStandPlatform |
| Base class used by things that parent when you stand on them. More...
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class | Platform |
| Base class from which platforms should extend. More...
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class | PlatformCollisionArgs |
| Data about a platform collision. More...
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class | PlatformLogger |
| A debugging class that logs the calls received by the platform. More...
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class | Pushable |
| An object that can be pushed. More...
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class | PushablePullable |
| An object that can be pushed and pulled. More...
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class | RailPlatform |
| Platform class that locks player to the platform and allows them to control position along the rail. More...
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class | RandomItemSpawner |
| Spawns random items. More...
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class | RisingDoor |
| A door that moves upwards a fixed amount when opened. More...
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class | RotatingPlatform |
| A platform that rotates. More...
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class | SpawnOnHeadbutt |
| Platform that spawns (or adds) an item on headbutt. More...
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class | SpecialMovementPlatform |
| A platform which triggers a special movement. More...
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class | SpringboardPlatform |
| A platform that springs the character in to the air using the characters DefaultAirMovement. More...
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class | Stairs |
| A platform defining a set of steps. More...
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class | StairCollisionTypeExtensions |
| Extension class for stair collission type, provides description.
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class | StairAirTypeExtensions |
| Extension class for stair collission type, provides description.
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class | TrapdoorPlatform |
| A trapdoor is a platform that stops applying conditions when active. Usually needs to be activated by a trigger. More...
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class | TriggerPlatform |
| A platform that calls a trigger when conditions are met. SUch as chracter standing on or headbutting the platform. More...
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class | ConditionTrigger |
| A trigger which checks a condition and enters when condition is met, then exits when condition is not met. More...
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class | TriggerInspector |
| Custom editor for triggers. Draws a default inspector and then some warnings if settings look wrong. More...
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class | OneWayTrigger |
| A trigger that only fires when you walk through in a certain direction (with a minimum speed). More...
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class | ProximityTrigger |
| Proximity trigger acts similar to a trigger in Unity but is more easily hooked in to the platformer system. More...
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class | TimerTrigger |
| A trigger that fires on and off base don a timer. More...
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class | Trigger |
| Base class for triggers. This handles the character assignment logic. Although you don't need to extend your triggers from this class it may be useful to ensure compatability with other classes in the kit. More...
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class | TriggerCombiner |
| A trigger that combines exit and enter events from multiple triggers and sends them on based on a threshold. More...
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class | TriggerEventArgs |
| Trigger event arguments. More...
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class | TriggerPlatformTrigger |
| Trigger that should be attached to a TriggerPlatform. More...
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class | TriggerTarget |
| Holds receiver data. More...
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class | UnityTrigger |
| Trigger class that uses Unity triggers. Requires a collider on the character. More...
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class | UpAndDownPlatform |
| A platform that moves up and down between two set points at a fixed speed. More...
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class | UpAndDownPlatformWithReturn |
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class | WaypointMoverPlatform |
| Platform class that moves between waypoints. More...
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class | WindAffector |
| Blows the character based on their distance from a trigger. WARNING: Supports only one character in range at a time. TODO: Update this to support multiplayer. More...
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class | DontShowWhenAttribute |
| Attribute to indicate that a field should be hidden when another field has a specific boolean value. More...
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class | DontShowWhenZeroAttribute |
| Attribute to indicate that a field should be hidden when another field has a value of zero. More...
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class | DontShowWhenAttributeDrawer |
| Draws enums as a mask field. More...
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class | DontShowWhenZeroAttributeDrawer |
| Draws enums as a mask field. More...
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class | EnumMaskAttributeDrawer |
| Draws enums as a mask field. More...
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class | ItemTypeAttributeDrawer |
| Draws enums as a mask field. More...
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class | ShowWhenEnumValueAttributeDrawer |
| Draws enums as a mask field. More...
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class | EnumMaskAttribute |
| Attribute to indicate enum should be drawn as a multiselect enum mask. More...
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class | ItemTypeAttribute |
| Attribute to indicate string should be drawn as an item type selector. More...
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class | ShowWhenEnumValueAttribute |
| Attribute to indicate that a field should be shown or hidden when another enum field has a specific value. More...
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interface | IIntegerEventSender |
| Interface for objects that send Integer based events More...
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class | ScoreEventArgs |
| Arguments for a score event (i.e. when the score changes). More...
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class | ScoreManager |
| Very simple class for managing a basic score or statistic. More...
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class | PlatformerProRuleTileEditor |
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class | PlatformerProRuleTile |
|
class | UIActionBarButton |
| A button on an action bar. Sub classes can be used for switching wepaons, consuming items, or just as a standard ActionButton. More...
|
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class | UIActionBarButton_Activation |
| A button on an action bar that activates/deactivates. More...
|
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class | UIActionBarButton_Attack |
| A button on an action bar. Can be used for switching wepaons, consuming items, or just as a standard ActionButton. More...
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class | UIActionBarButton_ConsumeItem |
| A button on an action bar that consumes an item. More...
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class | UIActionBarButton_EquipItem |
| A button on an action bar that consumes an item. More...
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class | UIActivationGroupInteraction |
| Optional component which can be added to control ActivationGroups with action buttons. Typically used for adding next/prev behaviour to an ActionvationGroup used by UIActionBarButtons. More...
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class | UISceneLoaderOverlay |
| User interface scene loader overlay. More...
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class | UIEquipmentSlotView |
| Shows the item equipped to a given slot for a given player. More...
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class | UIInputOverlay |
| Shows a GamObject when a function is called or the [TAB] key is pressed. Intended for use with a UI input overlay. THis is primarily for development purposes although could serve as a basis for something in a final product. More...
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class | UIShowButton |
| Shows the name of an assigned button or axis in the inspector. More...
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class | GameObjectExtensions |
| Useful extenions for game objects
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class | Pool |
| A simple pool of objects. More...
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class | PriorityQueue |
| A list that provides a queue like interface specifically for animation priorities. More...
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class | RenderParticlesOnLayer |
| Render particles on the provided layer. More...
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class | Spawner |
| Spawns enemies. More...
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class | StringExtensions |
| String extensions.
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enum class | AnimationState {
NONE = -1
, IDLE = 000
, IDLE_ARMED = 001
, IDLE_ALT0 = 010
,
IDLE_ALT1 = 011
, IDLE_ALT2 = 012
, WAITING = 013
, IDLE_BALANCE = 020
,
WALK = 100
, SLIDE = 105
, SLIDE_DIR_CHANGE = 106
, RUN = 110
,
CROUCH = 120
, CROUCH_WALK = 130
, ROLL = 131
, CROUCH_SLIDE = 132
,
LAND = 133
, CROUCH_RUN = 134
, PUSH = 140
, PULL = 150
,
STAIRS_UP = 160
, STAIRS_UP_RIGHT = 161
, STAIRS_UP_RIGHT_IDLE = 162
, STAIRS_UP_LEFT = 163
,
STAIRS_UP_LEFT_IDLE = 164
, STAIRS_DOWN = 165
, STAIRS_DOWN_RIGHT = 166
, STAIRS_DOWN_RIGHT_IDLE = 167
,
STAIRS_DOWN_LEFT = 168
, STAIRS_DOWN_LEFT_IDLE = 169
, STAIRS_DOWN_TO_GROUND = 170
, STAIRS_UP_TO_GROUND_RIGHT = 171
,
STAIRS_UP_TO_GROUND_LEFT = 172
, JUMP = 200
, JUMP_CROUCH = 201
, DOUBLE_JUMP = 205
,
AIRBORNE = 210
, AIRBORNE_CROUCH = 211
, FALL = 220
, FALL_CROUCH = 221
,
JETPACK = 230
, FLY = 240
, FLOAT = 250
, PARACHUTE = 251
,
GLIDE = 260
, TELEPORT_JUMP = 270
, TELEPORT_FALL = 271
, TELEPORT_JUMP_CROUCH = 272
,
TELEPORT_FALL_CROUCH = 273
, CLIMB_HOLD = 300
, CLIMB_UP = 310
, LADDER_TOP_UP = 311
,
LADDER_TOP_UP_DONE = 312
, CLIMB_DOWN = 320
, LADDER_TOP_DOWN = 321
, LADDER_TOP_DOWN_DONE = 322
,
ROPE_CLIMB_HOLD = 330
, ROPE_CLIMB_UP = 340
, ROPE_CLIMB_DOWN = 350
, ROPE_SWING = 360
,
CLIMB_LEFT = 370
, CLIMB_RIGHT = 380
, WALL_CLING = 400
, WALL_SLIDE = 410
,
WALL_CLIMB_UP = 420
, WALL_CLIMB_DOWN = 430
, WALL_JUMP = 440
, WALL_RUN = 450
,
LEDGE_REACH = 500
, LEDGE_GRASP = 510
, LEDGE_HANG = 520
, LEDGE_FALL = 530
,
LEDGE_CLIMB = 540
, LEDGE_DONE = 550
, LEDGE_DISMOUNT = 560
, LEDGE_DISMOUNT_DONE = 570
,
SWIM = 600
, SWIM_STROKE = 610
, SWIM_ALT_0 = 620
, SWIM_WALK = 630
,
SWIM_ENTER = 640
, SWIM_EXIT = 650
, SWIM_SURFACE_STROKE = 660
, SWIM_SURFACE = 670
,
GRAPPLE_THROW = 700
, GRAPPLE_THROW_45 = 701
, GRAPPLE_THROW_90 = 702
, GRAPPLE_SWING = 710
,
GRAPPLE_HANG = 720
, CEILING_HANG = 800
, CEILING_CLIMB = 810
, CEILING_CLIMB_LAUNCH = 820
,
CEILING_CLIMB_HORIZONTAL = 830
, RAIL_IDLE = 900
, RAIL_MOVE = 910
, STUNNED = 1000
,
HURT_NORMAL = 1001
, HURT_HIGH = 1002
, HURT_LOW = 1003
, HURT_BACK = 1004
,
HURT_OTHER_1 = 1005
, HURT_OTHER_2 = 1006
, HURT_OTHER_3 = 1007
, HURT_PHYSICAL = 1010
,
HURT_COLD = 1011
, HURT_ELECTRICAL = 1012
, HURT_POISON = 1013
, HURT_MAGIC = 1014
,
HURT_HOLY = 1015
, HURT_DEMONIC = 1016
, HURT_HEAD_STOMP = 1017
, HURT_PLATFORM_BOBBLE = 1018
,
HURT_AUTO_KILL = 1019
, HURT_TIME_EXPIRED = 1020
, HURT_LANDING = 1021
, HURT_KICK = 1022
,
HURT_RADIATION = 1023
, HURT_FIRE = 1024
, ATTACK = 1500
, ATTACK_PUNCH = 1501
,
ATTACK_KICK = 1502
, ATTACK_SLASH = 1503
, ATTACK_STAB = 1504
, ATTACK_AIR = 1505
,
ATTACK_SHOOT = 1506
, ATTACK_SHOOT_UP = 1507
, ATTACK_THROW = 1508
, ATTACK_SHOOT_LEFT = 1509
,
ATTACK_SHOOT_RIGHT = 1510
, ATTACK_CUSTOM0 = 1550
, ATTACK_CUSTOM1 = 1551
, ATTACK_CUSTOM2 = 1552
,
ATTACK_CUSTOM3 = 1553
, ATTACK_CUSTOM4 = 1554
, ATTACK_WEILD0 = 1560
, ATTACK_WEILD1 = 1561
,
ATTACK_WEILD2 = 1562
, ATTACK_WEILD3 = 1563
, ATTACK_WEILD4 = 1564
, POWER_BOMB = 1570
,
POWER_BOMB_CHARGE = 1571
, POWER_BOMB_LAND = 1572
, DEPLOY = 1600
, UNDEPLOY = 1601
,
HIDING = 1602
, PREPARING = 1603
, ENTERING = 1610
, EXITING = 1611
,
DEATH = 2000
, GAME_OVER = 2100
, ACRO_HURDLE = 3001
, ACRO_CAT_GRAB = 3002
,
ACRO_LEDGE_CLIMB = 3003
, ACRO_DIVE = 3004
, ACRO_FRONT_FLIP = 3005
, ACRO_BACK_FLIP = 3006
,
ACRO_SIDE_FLIP = 3007
, ACRO_GAINER = 3008
, ACRO_VAULT = 3009
, ACRO_SPIN = 3010
,
ACRO_CUSTOM_0 = 3100
, ACRO_CUSTOM_1 = 3101
, ACRO_CUSTOM_2 = 3102
, ACRO_CUSTOM_3 = 3103
,
ACRO_CUSTOM_4 = 3104
, GRAB = 4000
, GRAB_HIGH = 4001
, GRAB_LOW = 4002
,
PICKUP = 4003
, PICKUP_ALT = 4004
, PRESS = 4005
, INTERACTION_0 = 4100
,
INTERACTION_1 = 4101
, INTERACTION_2 = 4102
, INTERACTION_3 = 4103
, INTERACTION_4 = 4104
,
CUSTOM_0 = 10000
, CUSTOM_1 = 10001
, CUSTOM_2 = 10002
, CUSTOM_3 = 10003
,
CUSTOM_4 = 10004
, CUSTOM_5 = 10005
, CUSTOM_6 = 10006
, CUSTOM_7 = 10007
,
CUSTOM_8 = 10008
, CUSTOM_9 = 10009
} |
| Enumeration of all supported animation states. More...
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enum class | AttackLocation { GROUNDED
, AIRBORNE
, ANY_BUT_SPECIAL
, ANY
} |
| Where the character needs to be to do the attack. More...
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enum class | AttackType { MELEE
, PROJECTILE
} |
| Classifies different attack types. More...
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enum class | FireInputType { FIRE_WHEN_PRESSED
, FIRE_WHEN_HELD
, FIRE_WHEN_RELEASED
} |
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enum class | ComboType { QUEUED = 1
, POST_HIT = 2
, CANCEL = 3
} |
| Enumeration of types of combo move. More...
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enum class | GrenadeType { EXPLODE_ON_HIT
, EXPLODE_AFTER_DELAY
} |
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enum class | ProjectileAimingTypes {
NONE
, MOUSE
, EIGHT_WAY
, SIX_WAY
,
ANGLED
, FOUR_WAY
} |
| Different types of projectile aiming More...
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enum class | CameraZoomMode { ZOOM_WITH_ORTHO_SIZE
, ZOOM_WITH_FOV
, ZOOM_WITH_Z_POS
} |
| How do we zoom? More...
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enum class | CharacterRotationType { TRANSFORM_TO_AVERAGE
, COLLIDING_TO_AVERAGE
, MIDDLE_TO_AVERAGE
} |
| Describes ways of rotating the character to a slope. More...
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enum class | CharacterState |
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enum class | OptionState { NONE
, READY_TO_SHOW
, SELECTING
} |
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enum class | BoundaryDetectionMode {
NONE
, DEFAULT
, SPRITE
, SMART_SPRITE
,
MESH
, COLLIDER
} |
| Boundary detection mode. More...
|
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enum class | ParticleEffectType { ATTACHED_TO_CHARACTER
, DETACHED_FROM_CHARACTER
, INSTANTIATE_NEW_INSTANCE
} |
| Types of particle effect. More...
|
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enum class | DamageMovementType { DAMAGE_AND_DEATH
, DAMAGE_ONLY
, DEATH_ONLY
} |
| What does this damage movement respond to. More...
|
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enum class | SnapperState { IDLE
, CHARGING
, RETRACTING
} |
| States of the enemy snapper. More...
|
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enum class | WaypointMoveCompleteType { LAST_WAYPOINT
, ON_LOOP_TO_FIRST_WAYPOINT
, EVERY_WAYPOINT
, NEVER
} |
|
enum class | EnemyState {
DEFAULT
, HITTING
, ATTACKING
, SHOOTING
,
GUARD
, PATROL
, FLEE
, DAMAGED
,
DEAD
, FALLING
, CHARGING
, HIDING
,
FLYING
, DEFENDING
, WAITING
, DEPLOYING
,
ENTERING
, EXITING
, PREPARING
, SHOOTING_LEFT
,
SHOOTING_RIGHT
, CHARGING_LEFT
, CHARING_RIGHT
, ATTACKING_ALT_0
,
ATTACKING_ALT_1
, ATTACKING_ALT_2
, ATTACKING_ALT_3
, ATTACKING_ALT_4
,
CUSTOM_0
, CUSTOM_1
, CUSTOM_2
, CUSTOM_3
,
CUSTOM_4
, CUSTOM_5
, CUSTOM_6
, CUSTOM_7
,
CUSTOM_8
, CUSTOM_9
, DAMAGED_ALT_0
, DAMAGED_ALT_1
,
DAMAGED_ALT_2
, DAMAGED_ALT_3
, DAMAGED_ALT_4
, IDLE
,
CAUTIOUS
, AGGRESSIVE
} |
| High level enemy states for which different movements can be played by a EnemyMovement_Distributor. More...
|
|
enum class | EnemyStateExitType {
TIMER
, MOVE_COMPLETE
, TIMER_PLUS_RANDOM
, NUMBER_OF_HITS
,
HEALTH_PERCENTAGE
, SENSE_PLAYER
, LOST_PLAYER_TARGET
, TARGET_WITHIN_RANGE
,
NONE
, ALWAYS
, COUNTER_REACHES
} |
| Ways in which an enemy state can be exited. More...
|
|
enum class | EnemyPhaseExitType {
TIMER
, NUMBER_OF_LOOPS
, TIMER_PLUS_RANDOM
, NUMBER_OF_HITS
,
HEALTH_PERCENTAGE
, SENSE_PLAYER
, LOST_PLAYER_TARGET
, TARGET_WITHIN_RANGE
,
NONE
} |
| Ways in which an enemy phase can be exited. More...
|
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enum class | EquipResponseType { ACTIVATE_ON_EQUIP
, DEACTIVATE_ON_EQUIP
} |
| Available responses to equipping an item. More...
|
|
enum class | EventResponseType {
DEBUG_LOG
, SEND_MESSSAGE
, ACTIVATE_GAMEOBJECT
, DEACTIVATE_GAMEOBJECT
,
ENABLE_BEHAVIOUR
, DISABLE_BEHAVIOUR
, OVERRIDE_ANIMATON
, CLEAR_ANIMATION_OVERRIDE
,
PLAY_PARTICLES
, PAUSE_PARTICLES
, SWITCH_SPRITE
, PLAY_SFX
,
PLAY_SONG
, STOP_SONG
, MAKE_INVULNERABLE
, MAKE_VULNERABLE
,
LEVEL_COMPLETE
, LOAD_SCENE
, LOCK
, UNLOCK
,
RESPAWN
, SET_ACTIVE_RESPAWN
, START_EFFECT
, FLIP_GRAVITY
,
SPECIAL_MOVE_ANIMATION
, START_SWIM
, STOP_SWIM
, ADD_SCORE
,
RESET_SCORE
, PLAY_ANIMATION
, STOP_ANIMATION
, ADD_LIVES
,
UPDATE_MAX_HEALTH
, SET_MAX_HEALTH
, UPDATE_MAX_LIVES
, SET_MAX_LIVES
,
SET_TAGGED_PROPERTY
, ADD_TO_TAGGED_PROPERTY
, MULTIPLY_TAGGED_PROPERTY
, SPAWN_ITEM
,
ADD_VELOCITY
, SET_VELOCITY
, SET_DEPTH
, POWER_UP
,
RESET_POWER_UP
, COLLECT_ITEM
, CONSUME_ITEM
, HEAL
,
DAMAGE
, KILL
, SWIM_SURFACE
, ACTIVATE_ITEM
,
DEACTIVATE_ITEM
, SET_CHARACTER
, CLEAR_RESPAWN_POINTS
, END_SWIM_SURFACE
,
ACTIVATE_PLATFORM
, DEACTIVATE_PLATFORM
, SHOW_DIALOG
, SWITCH_CAMERA_ZONE
,
ENEMY_MESSAGE
, ENABLE_RIGIDBODY
, DISABLE_RIGIDBODY
} |
| The types of event responses. More...
|
|
enum class | MultiPlatformEnablerType { ENABLE_FIRST_MATCH
, ENABLE_ALL_MATCHES
, DISABLE_FIRST_MATCH
, DISABLE_ALL_MATCHES
} |
| Different actions the enabler can perform. More...
|
|
enum class | PersistenceResetType { RESET_ON_GAME_OVER = 1
, RESET_ON_DEATH = 2
, RESET_ON_SCENE_EXIT = 4
} |
|
enum class | PersistableObjectType { ACTIVATE_DEACTIVATE
, DESTROY
, SEND_MESSAGE
, CUSTOM
} |
| Different ways we can impleemnt the persisted state in the game world. More...
|
|
enum class | PersistableEnemyType { ALIVE_DEAD = 1
, HEALTH = 2
, STATE = 4
, POSITION_AND_VELOCITY = 8
} |
| Different ways we can impleemnt the persisted state for an enemy. More...
|
|
enum class | GamePhase {
NONE
, SCENE_ENTERED
, CHARACTERS_LOADED
, READY
,
GAME_OVER
} |
| Tracks where we are the initialisiation phases. More...
|
|
enum class | GameOverType { ONE_CHARACTER_HAS_NO_LIVES
, ALL_CHARACTERS_HAVE_NO_LIVES
} |
| When does the game end? More...
|
|
enum class | BlockDirection {
ALL
, FRONT
, BACK
, FRONT_WITH_LOW_HIGH
,
FRONT_NOT_HIGH
, FRONT_NOT_LOW
} |
|
enum class | DamageType {
NONE
, PHYSICAL
, FIRE
, COLD
,
ELECTRICAL
, POISON
, MAGIC
, HOLY
,
DEMONIC
, HEAD_STOMP
, PLATFORM_BOBBLE
, CUSTOM_1
,
CUSTOM_2
, CUSTOM_3
, AUTO_KILL
, TIME_EXPIRED
,
SKIP_ANIMATION
, LANDING
, KICK
, RADIATION
} |
| Different types of damage that can be dealt. It includes some common types and some CUSTOM_X types which you can use for your own. There's also a sample name generator to show how you could use an extension method to easily name your own damage types. More...
|
|
enum class | DeathActionType {
RESPAWN = 1
, RELOAD_SCENE = 2
, LOAD_ANOTHER_SCENE = 4
, SEND_MESSAGE = 8
,
CLEAR_RESPAWN_POINTS = 16
, DESTROY_CHARACTER = 32
, RESET_DATA = 64
, RESET_SCORE = 128
} |
| Things the default character health can do when you die. More...
|
|
enum class | ButtonState {
NONE = 0
, DOWN = 1
, HELD = 2
, UP = 4
,
ANY = DOWN | HELD | UP
} |
| Encapsulates the various states of a button. More...
|
|
enum class | KeyType {
UP
, DOWN
, VERTICAL_AXIS
, LEFT
,
RIGHT
, HORIZONTAL_AXIS
, JUMP
, RUN
,
ACTION
, PAUSE
, ALT_VERTICAL_AXIS
, ALT_HORIZONTAL_AXIS
} |
| Key type used for configurable input. More...
|
|
enum class | ItemBehaviour {
NONE = 0
, EQUIPPABLE = 1
, UPGRADE = 2
, CONSUMABLE = 4
,
POWER_UP = 8
} |
|
enum class | ItemClass { NORMAL = 0
, NON_INVENTORY = 1
, INSTANT = 4
} |
| High level categorisatino of item type. More...
|
|
enum class | ItemDataLoadType { RESOURCE
, ASSET_BUNDLE
, FILE_SYSTEM
} |
|
enum class | RestockType { NEVER_RESTOCK
, USE_DEFAULT
, USE_RANDOM
, USE_RARITY
} |
| Controls how an item can be restocked. More...
|
|
enum class | PurchaseFailReason {
NONE
, NO_ITEM_SELECTED
, ITEM_NOT_IN_SHOP
, CANT_AFFORD
,
NO_ROOM
} |
| Reasons we can fail a purchase More...
|
|
enum class | TeleportJumpControlType { JUMP_AND_DIRECTION
, ACTION_BUTTON_AND_DIRECTION
, ALT_AXIS
} |
|
enum class | LadderDismountType {
NONE = 0
, TOP_BOTTOM = 1
, LEFT_RIGHT = 2
, JUMP = 4
,
TOP_BOTTOM_AND_LEFT_RIGHT = TOP_BOTTOM | LEFT_RIGHT
, JUMP_AND_LEFT_RIGHT = JUMP | LEFT_RIGHT
, TOP_BOTTOM_AND_JUMP = TOP_BOTTOM | JUMP
, TOP_BOTTOM_AND_JUMP_AND_LEFT_RIGHT = TOP_BOTTOM | JUMP | LEFT_RIGHT
} |
| Ways that a ladder can be dismounted. More...
|
|
enum class | UnityColliderAction { ENABLE
, DISABLE
, NONE
} |
| Will we dis More...
|
|
enum class | FacingPreference { FACE_MOVEMENT_DIRECTION
, FACE_INPUT_DIRECTION
, FACE_INPUT_THEN_MOVEMENT
} |
| Options for controlling the direction the character faces. More...
|
|
enum class | RaycastType {
NONE = 0
, SIDE_LEFT = 1
, SIDE_RIGHT = 2
, FOOT = 4
,
HEAD = 8
, SIDES = SIDE_LEFT ^ SIDE_RIGHT
, ALL = SIDES ^ HEAD ^ FOOT
, ANY = ALL
} |
| Possible type for an BasicRaycast . Different types drive different behaviours, for example a FOOT collider will generally only push the character upwards, whereas a HEAD collider will generally only push the character down. More...
|
|
enum class | DirectionalSwimType { AUTO_STROKE
, JUMP_TO_STROKE
, SWIM_PLUS_STROKE
} |
| Directional swim type. More...
|
|
enum class | GrapplingHookState {
NONE
, LAUNCHING
, CLINGING
, AUTO_RETRACTING
,
SLINGSHOT
} |
| Grappling hook state. More...
|
|
enum class | GrapplingHookControlType { AUTO_RETRACT
, UP_ONLY
, UP_AND_DOWN
} |
| Grappling hook control type. More...
|
|
enum class | SlowDownType { NATURAL
, DRAG_FACTOR
, EXPONENTIAL
} |
| Different ways to slow the swing. More...
|
|
enum class | CeilingHangState {
NONE
, HANG
, CLIMB_START
, CLIMBING
,
LAUNCH_START
, LAUNCH
, DONE
, DROP
} |
|
enum class | VelocityType { RELATIVE_X_WORLD_Y
, RELATIVE
, WORLD
, CUSTOM
} |
| Represents different ways of storing velocity. More...
|
|
enum class | GapDetectionType { NONE
, RAYCAST_SIDE_COLLIDERS
} |
| How do we detect that ther eis enough gap (i.e. a place for the character to be) for a ledge climb to start. More...
|
|
enum class | LedgeDetectionType { NONE
, BOX
, CIRCLE_CAST
} |
| How do we dectect where the edge of the ledge is (i.e. where the characters hands should be). More...
|
|
enum class | LedgeClimbState {
NONE
, REACHING
, GRASPING
, HANGING
,
FALLING
, CLIMBING
, CLIMB_FINISHED
, DISMOUNTING
,
DISMOUNT_FINISHED
} |
| Ledge climb state. More...
|
|
enum class | LedgeClimbAnimationTargetting { SPRITE_PIVOT
, BAKED
} |
| How do we target the character at the ledge. More...
|
|
enum class | WallJumpControlType { JUMP_ONLY
, DIRECTION_ONLY
} |
| Different controls for wall jumping. More...
|
|
enum class | ConveyorType { DIRECT_TRANSLATE
, SET_SPEED
, ADD_SPEED_AS_FORCE
} |
| Indicates how the convery moves the character. More...
|
|
enum class | DoorState {
NOT_INITIALISED
, OPEN
, CLOSED
, OPENING
,
CLOSING
} |
|
enum class | DoorInputType { AUTOMATIC
, PRESS_UP
, PRESS_ACTION_KEY
} |
|
enum class | PlatformActivationType { NONE = 0
, ACTIVATE_ON_START = 1
, ACTIVATE_ON_STAND = 2
, ACTIVATE_ON_LEAVE = 4
} |
| Options for controlling how a platform activates itself. More...
|
|
enum class | PlatformDeactivationType { NONE = 0
, DEACTIVATE_ON_EXTENT = 1
, DEACTIVATE_ON_STAND = 2
, DEACTIVATE_ON_LEAVE = 4
} |
| Options for controlling how a platform deactivates itself. More...
|
|
enum class | RailMoveType { AUTOMATIC
, LEFT_RIGHT
, UP_DOWN
, FOLLOW_CURVE
} |
|
enum class | StairCollisionType { ALWAYS
, WALK_DIRECTION
, WALK_DIRECTION_PLUS_UP_DOWN
} |
| Methods for determining if we mount the stairs. More...
|
|
enum class | StairAirType { ALWAYS
, MUST_HOLD_UP
, MUST_HOLD_UP_OR_DOWN
, MUST_NOT_HOLD_DOWN
} |
| Methods for determining if we mount the stairs while airborne. More...
|
|
enum class | TriggerActionType {
NOTHING = 0
, SEND_MESSAGE = 1
, ACTIVATE_PLATFORM = 2
, DEACTIVATE_PLATFORM = 4
,
ACTIVATE_GAMEOBJECT = 8
, DEACTIVATE_GAMEOBJECT = 16
, CHANGE_CAMERA_ZONE = 32
, SWITCH_SPRITE = 64
,
SHOW_DIALOG = 128
, HIDE_DIALOG = 256
, OPEN_DOOR = 512
, CLOSE_DOOR = 1024
,
ACTIVATE_SPAWN_POINT = 2048
, PLAY_ANIMATION = 4096
, FORWARD = 8192
, SHOW_SHOP = 16384
} |
| What does the trigger do when triggered. More...
|
|
enum class | WaypointMoveType { ONE_OFF
, PING_PONG
, LOOP
, RANDOM
} |
|