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class | AchievementRules |
| This class describes how the Top Down Engine demo achievements are triggered. It extends the base class MMAchievementRules It listens for different event types More...
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class | AIActionAimObject |
| An AIACtion used to aim any object in the direction of the AI's movement or aim More...
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class | AIActionAimWeaponAtMovement |
| Aims the weapon at the current movement when not shooting More...
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class | AIActionAimWeaponAtTarget2D |
| Aims the weapon at the current target More...
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class | AIActionAimWeaponAtTarget3D |
| Aims the weapon at the current target, in a 3D context More...
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class | AIActionChangeWeapon |
| This action is used to force your character to switch to another weapon. Just drag a weapon prefab into its NewWeapon slot and you're good to go. More...
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class | AIActionCrouchStart |
| This action forces the character to crouch if it can More...
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class | AIActionCrouchStop |
| This action forces the character to stop crouching if it can More...
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class | AIActionDash |
| As the name implies, an action that does nothing. Just waits there. More...
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class | AIActionDoNothing |
| As the name implies, an action that does nothing. Just waits there. More...
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class | AIActionFaceTowardsTarget2D |
| This AI Action will let an agent with a CharacterOrientation2D ability face its target More...
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class | AIActionInvertPatrolDirection |
| Inverts the direction of a patrol on PerformAction More...
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class | AIActionMMFeedbacks |
| This action is used to play a MMFeedbacks More...
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class | AIActionMoveAwayFromTarget2D |
| Requires a CharacterMovement ability. Makes the character move away from the target. More...
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class | AIActionMoveAwayFromTarget3D |
| Requires a CharacterMovement ability. Makes the character move away from the target, up to the specified MaximumDistance. More...
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class | AIActionMovePatrol2D |
| This Action will make the Character patrol along the defined path (see the MMPath inspector for that) until it hits a wall or a hole while following a path. More...
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class | AIActionMovePatrol3D |
| This Action will make the Character patrol along the defined path (see the MMPath inspector for that) until it hits a wall or a hole while following a path. More...
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class | AIActionMoveRandomly2D |
| Requires a CharacterMovement ability. Makes the character move randomly, until it finds an obstacle in its path, in which case it'll pick a new direction at random More...
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class | AIActionMoveRandomly3D |
| Requires a CharacterMovement ability. Makes the character move randomly, until it finds an obstacle in its path, in which case it'll pick a new direction at random More...
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class | AIActionMoveRandomlyGrid |
| Requires a CharacterGridMovement ability. Makes the character move randomly in the grid, until it finds an obstacle in its path, in which case it'll pick a new direction at random Supports both 2D and 3D grids More...
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class | AIActionMoveTowardsTarget2D |
| Requires a CharacterMovement ability. Makes the character move up to the specified MinimumDistance in the direction of the target. More...
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class | AIActionMoveTowardsTarget3D |
| Requires a CharacterMovement ability. Makes the character move up to the specified MinimumDistance in the direction of the target. More...
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class | AIActionPathfinderToPatrol3D |
| This action will make the character pathfind its way back to its last patrol point More...
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class | AIActionPathfinderToTarget3D |
| Requires a CharacterMovement ability. Makes the character move up to the specified MinimumDistance in the direction of the target. More...
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class | AIActionReload |
| An AIACtion used to request a reload on the weapon More...
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class | AIActionResetTarget |
| An Action that will set the target to null, resetting it More...
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class | AIActionRotateConeOfVision2D |
| This AIAction will rotate this AI's ConeOfVision2D either towards the AI's movement or its weapon aim direction More...
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class | AIActionRotateTowardsTarget2D |
| This AI Action will let an agent with a CharacterRotation2D ability (set to ForcedRotation:true) rotate to face its target More...
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class | AIActionRotateTowardsTarget3D |
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class | AIActionRunStart |
| An AIACtion used to have an AI start running More...
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class | AIActionRunStop |
| An AIACtion used to have an AI stop running More...
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class | AIActionSelfDestruct |
| An AIACtion used to have an AI kill itself More...
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class | AIActionSetLastKnownPositionAsTarget |
| An Action that will set the last known position of the target as the new Target More...
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class | AIActionSetPlayerAsTarget |
| An AIACtion used to set the current Player character as the target More...
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class | AIActionSetTransformAsTarget |
| An AIACtion used to set a specified Transform as the target More...
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class | AIActionShoot2D |
| An Action that shoots using the currently equipped weapon. If your weapon is in auto mode, will shoot until you exit the state, and will only shoot once in SemiAuto mode. You can optionnally have the character face (left/right) the target, and aim at it (if the weapon has a WeaponAim component). More...
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class | AIActionShoot3D |
| An Action that shoots using the currently equipped weapon. If your weapon is in auto mode, will shoot until you exit the state, and will only shoot once in SemiAuto mode. You can optionnally have the character face (left/right) the target, and aim at it (if the weapon has a WeaponAim component). More...
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class | AIActionSwapBrain |
| This simple action lets you swap the brain of an AI at runtime, for a new brain, specified in the inspector More...
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class | AIActionUnityEvents |
| This action is used to trigger a UnityEvent More...
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class | AIDecisionConditionState |
| This decision will return true if the character is in the specified condition state More...
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class | AIDecisionDetectTargetConeOfVision2D |
| This Decision will return true if its MMConeOfVision has detected at least one target, and will set it as the Brain's target More...
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class | AIDecisionDetectTargetConeOfVision3D |
| This Decision will return true if its MMConeOfVision has detected at least one target, and will set it as the Brain's target More...
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class | AIDecisionDetectTargetLine2D |
| This Decision will return true if any object on its TargetLayer layermask enters its line of sight. It will also set the Brain's Target to that object. You can choose to have it in ray mode, in which case its line of sight will be an actual line (a raycast), or have it be wider (in which case it'll use a spherecast). You can also specify an offset for the ray's origin, and an obstacle layer mask that will block it. More...
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class | AIDecisionDetectTargetLine3D |
| This Decision will return true if a target is found in a ray or boxcast in the specified direction More...
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class | AIDecisionDetectTargetRadius2D |
| This decision will return true if an object on its TargetLayer layermask is within its specified radius, false otherwise. It will also set the Brain's Target to that object. More...
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class | AIDecisionDetectTargetRadius3D |
| This decision will return true if an object on its TargetLayer layermask is within its specified radius, false otherwise. It will also set the Brain's Target to that object. More...
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class | AIDecisionDistanceToTarget |
| This Decision will return true if the current Brain's Target is within the specified range, false otherwise. More...
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class | AIDecisionGrounded |
| This decision will return true if the character is grounded, false otherwise. More...
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class | AIDecisionHealth |
| This decision will return true if the specified Health conditions are met. You can have it be lower, strictly lower, equal, higher or strictly higher than the specified value. More...
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class | AIDecisionHit |
| This decision returns true if the Character got hit this frame, or after the specified number of hits has been reached. More...
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class | AIDecisionLineOfSightToTarget2D |
| This decision returns true if there's no obstacle in a straight line between the agent and the brain's target, in 2D More...
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class | AIDecisionLineOfSightToTarget3D |
| This decision returns true if there's no obstacle in a straight line between the agent and the brain's target, in 3D More...
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class | AIDecisionMMPathEndReached |
| This decision will return true when the target path reaches its end (this requires it to be in OnlyOnce cycle mode) More...
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class | AIDecisionNextFrame |
| This decision will return true when entering the state this Decision is on. More...
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class | AIDecisionPathfinderPathToTargetExists |
| This decision will return true if there's no path to the current brain Target More...
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class | AIDecisionRandom |
| This decision will roll a dice and return true if the result is below or equal the Odds value More...
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class | AIDecisionReloadNeeded |
| This Decision will return true if a reload is needed More...
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class | AIDecisionTargetFacingAI2D |
| This decision will return true if the Brain's current target is facing this character. Yes, it's quite specific to Ghosts. But hey now you can use it too! More...
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class | AIDecisionTargetIsAlive |
| This decision will return true if the Brain's current target is alive, false otherwise More...
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class | AIDecisionTargetIsNull |
| This decision will return true if the Brain's current target is null, false otherwise More...
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class | AIDecisionTimeInState |
| This decision will return true after the specified duration, picked randomly between the min and max values (in seconds) has passed since the Brain has been in the state this decision is in. Use it to do something X seconds after having done something else. More...
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class | AIDecisionTimeSinceStart |
| This decision will return true after the specified duration (in seconds) has passed since the level was loaded. More...
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class | AimMarker |
| A class used to handle aim markers, (usually circular) visual elements More...
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class | AmmoDisplay |
| A class that combines a progress bar and a text display and that can be used to display the current ammo level of a weapon More...
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class | AppearDisappear |
| Add this class to an object (usually a platform but it could be anything really) to have it run on an appearing/disappearing loop, like the appearing platforms in Megaman for example. More...
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class | AutoBindAutoFocus |
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struct | AutoPickItem |
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class | AutoRespawn |
| Add this script to an object and it will automatically be reactivated and revived when the player respawns. More...
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class | BackgroundMusic |
| Add this class to a GameObject to have it play a background music when instanciated. More...
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class | Bomb |
| A basic melee weapon class, that will activate a "hurt zone" when the weapon is used More...
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class | BouncyProjectile |
| Projectile class that will bounce off walls instead of exploding on impact More...
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class | ButtonActivated |
| Extend this class to activate something when a button is pressed in a certain zone More...
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class | ButtonActivatedZone |
| Add this component to a collider 2D and you'll be able to have it perform an action on enter/exit and while staying More...
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class | ButtonActivator |
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class | ButtonPrompt |
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class | Character |
| This class will pilot the TopDownController component of your character. This is where you'll implement all of your character's game rules, like jump, dash, shoot, stuff like that. Animator parameters : Grounded (bool), xSpeed (float), ySpeed (float), CollidingLeft (bool), CollidingRight (bool), CollidingBelow (bool), CollidingAbove (bool), Idle (bool) Random : a random float between 0 and 1, updated every frame, useful to add variance to your state entry transitions for example RandomConstant : a random int (between 0 and 1000), generated at Start and that'll remain constant for the entire lifetime of this animator, useful to have different characters of the same type More...
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class | CharacterAbility |
| A class meant to be overridden that handles a character's ability. More...
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class | CharacterAbilityInspector |
| Adds custom labels to the Character inspector More...
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class | CharacterAbilityNodeSwap |
| This ability lets you swap entire ability nodes for the ones set in parameters More...
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struct | CharacterAbilityTypePair |
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class | CharacterAnimationFeedbacks |
| This class can be used to trigger feedbacks from an animator, typically used to trigger footstep particles and/or sounds More...
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class | CharacterAnimationParametersInitializer |
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class | CharacterButtonActivation |
| Add this component to a character and it'll be able to activate button zones Animator parameters : Activating (bool) More...
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class | CharacterConeOfVision |
| An ability that casts a cone of vision around the character. More...
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class | CharacterCrouch |
| This ability allows the character to "crouch" when pressing the crouch button, which resizes the collider More...
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class | CharacterDamageDash2D |
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class | CharacterDamageDash3D |
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class | CharacterDash2D |
| Add this ability to a character and it'll be able to dash in 2D, covering a certain distance in a certain duration More...
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class | CharacterDash3D |
| Add this ability to a 3D character and it'll be able to dash (cover the specified distance in the specified time) More...
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class | CharacterDetector |
| Add this class to a TRIGGER collider2D and it'll let you know when a character enters it and will let you trigger actions in consequence More...
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class | CharacterDirectionMarker |
| This ability lets you orient an object towards either the movement direction or aim direction of your character That object can be anything you want (a sprite, a model, a line, etc) More...
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class | CharacterDisableIKOnReload |
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class | CharacterFallDownHoles2D |
| Add this component to a character and it'll make your character fall down holes in 2D More...
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class | CharacterGridMovement |
| Add this ability to a Character to have it move on a grid. This will require a GridManager be present in your scene DO NOT use that component and a CharacterMovement component on the same character. More...
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class | CharacterHandleSecondaryWeapon |
| Add this class to a character so it can use weapons Note that this component will trigger animations (if their parameter is present in the Animator), based on the current weapon's Animations Animator parameters : defined from the Weapon's inspector More...
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class | CharacterHandleWeapon |
| Add this class to a character so it can use weapons Note that this component will trigger animations (if their parameter is present in the Animator), based on the current weapon's Animations Animator parameters : defined from the Weapon's inspector More...
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class | CharacterInspector |
| Adds custom labels to the Character inspector More...
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class | CharacterInventory |
| Add this component to a character and it'll be able to control an inventory Animator parameters : none More...
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class | CharacterJump2D |
| Add this ability to a character and it'll be able to jump in 2D. This means no actual movement, only the collider turned off and on. Movement will be handled by the animation itself. More...
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class | CharacterJump3D |
| This ability will allow a character to jump in 3D More...
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class | CharacterMovement |
| Add this ability to a Character to have it handle ground movement (walk, and potentially run, crawl, etc) in x and z direction for 3D, x and y for 2D Animator parameters : Speed (float), Walking (bool) More...
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class | CharacterOrientation2D |
| Add this ability to a character and it'll rotate or flip to face the direction of movement or the weapon's, or both, or none Only add this ability to a 2D character More...
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class | CharacterOrientation3D |
| Add this ability to a character, and it'll be able to rotate to face the movement's direction or the weapon's rotation More...
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class | CharacterPathfinder3D |
| Add this class to a 3D character and it'll be able to navigate a navmesh (if there's one in the scene of course) More...
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class | CharacterPathfindToMouse3D |
| This ability, used on a Player character, will let you click on the ground and have the character move to the click's position You'll find a demo of this ability on the LoftSuspendersMouseDriven demo character. You can drag it in the Loft3D demo scene's LevelManager's PlayerPrefabs slot to give it a try. For AIs, look at the MousePathfinderAI3D script instead, and its demo in the MinimalPathfinding3D demo scene More...
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class | CharacterPause |
| Add this component to a character and it'll be able to activate/desactivate the pause More...
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class | CharacterPersistence |
| Add this component to a Character and it'll persist with its exact current state when transitioning to a new scene. It'll be automatically passed to the new scene's LevelManager to be used as this scene's main character. It'll keep the exact state all its components are in at the moment they finish the level. Its health, enabled abilities, component values, equipped weapons, new components you may have added, etc, will all remain once in the new scene. Animator parameters : None More...
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class | CharacterPush3D |
| Add this ability to a Character to have it be able to push rigidbodies around Animator parameters : Pushing (bool) More...
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class | CharacterRagdollOnDeath |
| Add this to a character and it'll trigger its MMRagdoller to ragdoll on death More...
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class | CharacterRotateCamera |
| An ability that will let the Character rotate its associated camera, using the PlayerID_CameraRotationAxis input axis More...
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class | CharacterRotation2D |
| Add this ability to a character and it'll rotate or flip to face the direction of movement or the weapon's, or both, or none Only add this ability to a 2D character More...
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class | CharacterRun |
| Add this component to a character and it'll be able to run Animator parameters : Running More...
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class | CharacterSelector |
| Add this component to a button (for example) to be able to store a selected character, and optionally to go to another scene You can see an example of its use in the DeadlineCharacterSelection demo scene More...
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class | CharacterStates |
| The various states you can use to check if your character is doing something at the current frame More...
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class | CharacterStun |
| Add this component to a character and it'll be able to be stunned. To stun a character, simply call its Stun or StunFor methods. You'll find test buttons at the bottom of this component's inspector. You can also use StunZones to stun your characters. Animator parameters : Stunned (bool) More...
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class | CharacterSurfaceSounds |
| Add this component to a character and it'll let you define a number of surfaces and associate walk and run sounds to them It will also let you trigger events when entering or exiting these surfaces Important : Surfaces are evaluated from top to bottom. The first surface definition that matches the current detected ground will be considered the current surface. So make sure your order them accordingly. More...
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class | CharacterSwap |
| Add this ability to a Character and it'll be part of a pool of characters in a scene to swap from. You'll need a CharacterSwapManager in your scene for this to work. More...
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class | CharacterSwapManager |
| Add this class to an empty component in your scene, and it'll allow you to swap characters in your scene when pressing the SwapButton (P, by default) Each character in your scene will need to have a CharacterSwap class on it, and the corresponding PlayerID. You can see an example of such a setup in the MinimalCharacterSwap demo scene More...
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class | CharacterSwitchManager |
| Add this component to an empty object in your scene, and when you'll press the SwitchCharacter button (P by default, change that in Unity's InputManager settings), your main character will be replaced by one of the prefabs in the list set on this component. You can decide the order (sequential or random), and have as many as you want. Note that this will change the whole prefab, not just the visuals. If you're just after a visual change, look at the CharacterSwitchModel ability. If you want to swap characters between a bunch of characters within a scene, look at the CharacterSwap ability and CharacterSwapManager More...
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class | CharacterSwitchModel |
| Add this component to a character and it'll be able to switch its model when pressing the SwitchCharacter button Note that this will only change the model, not the prefab. Only the visual representation, not the abilities and settings. If instead you'd like to change the prefab entirely, look at the CharacterSwitchManager class. If you want to swap characters between a bunch of characters within a scene, look at the CharacterSwap ability and CharacterSwapManager More...
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class | CharacterTank |
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class | CharacterTimeControl |
| Add this ability to a character, and it'll be able to control time when pressing the TimeControl button More...
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class | ChargeWeapon |
| Add this component to an object and it'll let you define a sequence of charge steps, each triggering their own unique weapon, complete with options like input modes or conditional releases, hooks for every steps, and more. Useful for Megaman or Zelda like types of charge weapons. More...
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class | ChargeWeaponStep |
| A class used to store the charge properties of the weapons that together make up a charge weapon Each charge weapon is made of multiple of these, each representing a step in the charge sequence More...
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class | CheckPoint |
| Checkpoint class. Will make the player respawn at this point if it dies. More...
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struct | CheckPointEvent |
| An event to trigger when a checkpoint is reached More...
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class | CinemachineBrainController |
| This class is designed to control CinemachineBrains, letting you control their default blend values via events from any class More...
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class | CinemachineCameraController |
| A class that handles camera follow for Cinemachine powered cameras More...
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class | Coin |
| Coin manager More...
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class | ComboWeapon |
| Add this component to an object containing multiple weapons and it'll turn it into a ComboWeapon, allowing you to chain attacks from all the different weapons More...
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class | CrouchZone |
| Add this zone to a trigger collider and it'll automatically trigger a crouch on your 3D character on entry More...
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class | DamageOnTouch |
| Add this component to an object and it will cause damage to objects that collide with it. More...
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class | DamageOverTimeInterrupter |
| Use this picker to interrupt all damage of the specified type on the character that picks it More...
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class | DamageResistance |
| Used by the DamageResistanceProcessor, this class defines the resistance versus a certain type of damage. More...
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class | DamageResistanceProcessor |
| Link this component to a Health component, and it'll be able to process incoming damage through resistances, handling damage reduction/increase, condition changes, movement multipliers, feedbacks and more. More...
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class | DamageType |
| A scriptable object you can create assets from, to identify damage types More...
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class | DashZone3D |
| Add this zone to a trigger collider and it'll automatically trigger a dash on your 3D character on entry More...
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class | DeadlineAvatar |
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class | DeadlineCollectible |
| This class is used in the Deadline demos to mark collectibles and disable them if they've been collected in a past visit of the level More...
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class | DeadlineDoor |
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class | DeadlineFinishLevel |
| A Deadline demo dedicated class that will load the next level More...
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class | DeadlineLevelSelectionButton |
| A class to handle the display of levels in the Deadline demo level selector More...
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class | DeadlineProgress |
| A serializable entity used to store progress : a list of scenes with their internal status (see above), how many lives are left, and how much we can have More...
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class | DeadlineProgressManager |
| The DeadlineProgressManager class acts as an example of how you can implement progress management in your game. There's no general class for that in the engine, for the simple reason that no two games will want to save the exact same things. But this should show you how it's done, and you can then copy and paste that into your own class (or extend this one, whatever you prefer). More...
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class | DeadlineProgressManagerMenu |
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class | DeadlineScene |
| A serializable entity to store deadline demo scenes, whether they've been completed, unlocked, how many stars can and have been collected More...
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class | DeadlineStar |
| A pickable star, that triggers an event if picked, and disables itself if it's been previously collected More...
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class | DeadlineStartMenuButton |
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class | DependencyInstaller |
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class | DialogueBox |
| Dialogue box class. Don't add this directly to your game, look at DialogueZone instead. More...
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class | DialogueElement |
| A class used to store dialogue lines info More...
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class | DialogueZone |
| Add this class to an empty component. It requires a Collider or Collider2D, set to "is trigger". You can then customize the dialogue zone through the inspector. More...
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class | Door3D |
| A class to handle the 3D doors in the Loft demo More...
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class | DungeonDoor |
| A class used in the Koala demo to handle the dungeon doors More...
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class | DungeonPortal |
| A class used in the Koala demo to emit particles if a spawner is active and stop them otherwise More...
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class | ExplodudesBomb |
| A class used in the Explodudes demo scene to handle the exploding bombs More...
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class | ExplodudesBombPicker |
| Coin manager More...
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class | ExplodudesCrate |
| A class that modifies the y scale of crates in the Explodudes demo scene More...
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class | ExplodudesDecoration |
| A decorative class used to make background elements jump More...
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class | ExplodudesMultiplayerLevelManager |
| An example class of how you can extend the MultiplayerLevelManager to implement your own specific rules. This one's rules are as follows : More...
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class | ExplodudesStartScreen |
| This class handles the startscreen of the Explodudes demo scene More...
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class | ExplodudesWeapon |
| This class handles the dropping of bombs by characters in the Explodudes demo scene More...
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class | ExplodudesWinnerScreen |
| This class handles the display of a winner screen in the Explodudes demo scene More...
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class | FallingPlatform2D |
| Add this script to a platform and it'll fall down when walked upon by a playable character Add an AutoRespawn component to your platform and it'll get reset when your character dies More...
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class | FallingPlatform3D |
| Add this script to a platform and it'll fall down when walked upon by a playable character Add an AutoRespawn component to your platform and it'll get reset when your character dies More...
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class | FinishLevel |
| Add this class to a trigger and it will send your player to the next level More...
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class | GameManager |
| The game manager is a persistent singleton that handles points and time More...
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class | GoToLevelEntryPoint |
| A class used to go from one level to the next while specifying an entry point in the target level. Entry points are defined in each level's LevelManager component. They're simply Transforms in a list. The index in the list is the identifier for the entry point. More...
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class | GrasslandHUD |
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class | GrasslandsMultiplayerLevelManager |
| An example class of how you can extend the MultiplayerLevelManager to implement your own specific rules. This one's rules are as follows : More...
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class | GridManager |
| A manager required in your scenes that use CharacterGridMovement. More...
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class | GUIManager |
| Handles all GUI effects and changes More...
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class | Health |
| This class manages the health of an object, pilots its potential health bar, handles what happens when it takes damage, and what happens when it dies. More...
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class | HealthAutoRefill |
| Add this class to a character or object with a Health class, and its health will auto refill based on the settings here More...
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struct | HealthChangeEvent |
| An event triggered every time health values change, for other classes to listen to More...
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class | HitscanWeapon |
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class | InputManager |
| This persistent singleton handles the inputs and sends commands to the player. IMPORTANT : this script's Execution Order MUST be -100. You can define a script's execution order by clicking on the script's file and then clicking on the Execution Order button at the bottom right of the script's inspector. See https://docs.unity3d.com/Manual/class-ScriptExecution.html for more details More...
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class | InputSystemManager |
| This is a replacement InputManager if you prefer using Unity's InputSystem over the legacy one. Note that it's not the default solution in the engine at the moment, because older versions of Unity don't support it, and most people still prefer not using it You can see an example of how to set it up in the MinimalScene3D_InputSystem demo scene More...
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class | InputSystemManagerBase |
| Agnostic version of the InputSystemManager that lets you define a set of input actions to read from More...
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class | InputSystemManagerEventsBased |
| This is a replacement InputManager if you prefer using Unity's InputSystem over the legacy one, in a multiplayer context. Note that it's not the default solution in the engine at the moment, because older versions of Unity don't support it, and most people still prefer not using it You can see an example of how to set it up in the MinimalScene3D_InputSystem_Multiplayer demo scene More...
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class | InventoryEngineChest |
| Add this component to an object in your scene to have it act like a chest. You'll need a key operated zone to open it, and item picker(s) on it to fill its contents More...
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class | InventoryEngineHealth |
| Pickable health item More...
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class | InventoryEngineKey |
| Pickable key item More...
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class | InventoryPickableItem |
| An item picker that instantiates an effect and plays a sound on pick More...
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class | InventoryWeapon |
| Weapon item in the TopDown Engine More...
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class | KeyOperatedZone |
| Add this component to a collider 2D and you'll be able to have it perform an action when a character equipped with the specified key enters it. More...
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class | KillsManager |
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class | KillZone |
| Add this component to an object and it will cause damage to objects that collide with it. More...
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class | LayerManager |
| A simple static class that keeps track of layer names, holds ready to use layermasks for most common layers and layermasks combinations Of course if you happen to change the layer order or numbers, you'll want to udpate this class.
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class | LevelLimits |
| Add this class to a boxcollider to signify the bounds of your level More...
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class | LevelManager |
| Spawns the player, handles checkpoints and respawn More...
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class | LevelSelector |
| This component allows the definition of a level that can then be accessed and loaded. Used mostly in the level map scene. More...
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class | Loot |
| A class meant to spawn objects (usually item pickers, but not necessarily) The spawn can be triggered by any script, at any time, and comes with automatic hooks to trigger loot on damage or death More...
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class | Magnetic |
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class | MagneticEnabler |
| This object will enable Magnetic objects in your scene when they enter its associated collider2D (make sure you add one). While magnetic objects can work on their own, and handle their own range detection, you can also use a different architecture, where an enabler makes them move. A typical use case would be to add it to a character, nested under its top level : More...
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class | MeleeWeapon |
| A basic melee weapon class, that will activate a "hurt zone" when the weapon is used More...
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struct | MMCameraEvent |
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struct | MMCharacterEvent |
| MMCharacterEvents are used in addition to the events triggered by the character's state machine, to signal stuff happening that is not necessarily linked to a change of state More...
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struct | MMCinemachineBrainEvent |
| An event used to interact with camera brains More...
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struct | MMDamageTakenEvent |
| An event fired when something takes damage More...
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class | MMF_TopDownEngineEvent |
| This feedback lets you trigger TopDown Engine Events, that can then be caught by other classes More...
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class | MMF_TopDownEngineFloatingText |
| This feedback lets you trigger the appearance of a floating text, that will reflect the damage done to the target Health component. This requires that a MMFloatingTextSpawner be correctly setup in the scene, otherwise nothing will happen. To do so, create a new empty object, add a MMFloatingTextSpawner to it. Drag (at least) one MMFloatingText prefab into its PooledSimpleMMFloatingText slot. You'll find such prefabs already made in the MMTools/Tools/MMFloatingText/Prefabs folder, but feel free to create your own. More...
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struct | MMLifeCycleEvent |
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class | MouseDrivenPathfinderAI3D |
| A class to add on a CharacterPathfinder3D equipped character. It will allow you to click anywhere on screen, which will determine a new target and the character will pathfind its way to it More...
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class | MovementZone |
| Add this class to a trigger collider and it will let you apply a movement speed multiplier to characters entering it More...
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class | MovingPlatform2D |
| A class to handle a platform that moves in 2D along a set of nodes More...
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class | MovingPlatform3D |
| A class to handle a moving platform in 3D space, moving along a set of nodes More...
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class | MultiplayerCameraGroupTarget |
| Automatically grabs a Cinemachine camera group and assigns LevelManager's players on load and makes a Cinemachine Virtual Camera follow that target More...
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class | MultiplayerGUIManager |
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class | MultiplayerLevelManager |
| A generic level manager meant to handle multiplayer scenes (specifically spawn and camera modes It's recommended to extend it to implement your own specific gameplay rules More...
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class | MultiplayerSplitCameraRig |
| This class handles a X-players split screen setup More...
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class | MusicSwitch |
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class | PackageInstallation |
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class | PathedProjectile |
| This class handles the movement of a pathed projectile More...
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class | PathedProjectileSpawner |
| Spawns pathed projectiles More...
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class | PauseButton |
| A simple component meant to be added to the pause button More...
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class | PersistentBackgroundMusic |
| Add this class to a GameObject to have it play a background music when instanciated. Careful : only one background music will be played at a time. More...
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class | PhysicsProjectile |
| Use this class for physics based projectiles (meant to be thrown by a ProjectileWeapon) More...
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class | PickableAbility |
| Add this class to an object with a trigger box collider 2D, and it'll become a pickable object, able to permit or forbid an ability on a Character More...
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class | PickableAbilityInspector |
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class | PickableAction |
| Add this class to an object and it'll trigger the specified actions on pick More...
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class | PickableDamageResistance |
| Use this picker to create a new resistance on the character that picks it, or to enable/disable an existing one More...
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class | PickableDash2D |
| This class is an example of how you can create pickable abilities, items that, when picked, enable an ability on the picking character. This example will permit the CharacterDash2D ability. You can of course create more items like this for any other ability. More...
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class | PickableItem |
| A simple class, meant to be extended, that will handle all the mechanics of a pickable thing : feedbacks, collision, pick consequences, etc More...
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struct | PickableItemEvent |
| An event typically fired when picking an item, letting listeners know what item has been picked More...
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class | PickableWeapon |
| Add this class to a collectible to have the player change weapon when collecting it More...
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class | PointsOfEntryStorage |
| A class to store points of entry into levels, one per level. More...
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class | Projectile |
| Projectile class to be used along with projectile weapons More...
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class | ProjectileWeapon |
| A weapon class aimed specifically at allowing the creation of various projectile weapons, from shotgun to machine gun, via plasma gun or rocket launcher More...
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class | ProximityManaged |
| A class to add to any object in your scene to mark it as managed by a proximity manager. More...
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class | ProximityManager |
| A class that looks for objects with a ProximityManaged class on them, and enables/disables them based on their settings. This class is meant as an example of how you can deal with large scenes with a lot of objects, disabling the ones that are far away from the action to save on performance. Note that there are many ways to do it, this one is simple and generic, there may be better choices for your specific use case. More...
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class | ProximityMine |
| Add this class to a collider (2D or 3D) and it'll let you trigger things after a duration, like a mine would. It also comes with options to interrupt or reset the timer on exit. More...
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class | PusherProjectile3D |
| Add this component to a projectile (in 3D) and it'll be able to push stuff (opening doors for example) More...
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interface | Respawnable |
| Interface for player respawn More...
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class | Room |
| This class lets you define the boundaries of rooms in your level. Rooms are useful if you want to cut your level into portions (think Super Metroid or Hollow Knight for example). These rooms will require their own virtual camera, and a confiner to define their size. Note that the confiner is different from the collider that defines the room. You can see an example of rooms in action in the KoalaRooms demo scene. More...
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class | RoomEditor |
| Custom editor for Rooms that draws their name in scene view More...
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class | SfxSwitch |
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class | SoundManager |
| This persistent singleton handles sound playing More...
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class | SoundSettings |
| a class to save sound settings (music on or off, sfx on or off) More...
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class | Star |
| A pickable star, that triggers a TopDownEngineStarEvent if picked It's up to you to implement something that will handle that event. You can look at the DeadlineStar and DeadlineProgressManager for examples of that. More...
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class | StartScreen |
| Simple start screen class. More...
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class | Stimpack |
| A Stimpack / health bonus, that gives health back when picked More...
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class | StunZone |
| A stun zone will stun any character with a CharacterStun ability entering it More...
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class | SurfaceModifier |
| Add this component to a platform and define its new friction or force which will be applied to any TopDownController that walks on it TODO, still work in progress More...
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class | Switch |
| Switches can be used to trigger actions based on their current state (on or off). Useful to open doors, chests, portals, bridges... More...
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class | Teleporter |
| Add this script to a trigger collider2D or collider to teleport objects from that object to its destination More...
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class | TeleporterEditor |
| Custom editor for Teleporters that draws their name in scene view More...
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class | ThrownObject |
| A thrown object type of projectile, useful for grenades and such More...
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class | TilemapLevelGenerator |
| This component, added on an empty object in your level will handle the generation of a unique and randomized tilemap More...
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class | TimedSpawner |
| A class meant to be used in conjunction with an object pool (simple or multiple) to spawn objects regularly, at a frequency randomly chosen between the min and max values set in its inspector More...
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class | TimeZone |
| Add this class to a trigger and it will allow you to modify the time scale when entering it, for the specified duration and settings More...
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struct | TopDownCharacterAnimationParameter |
| A struct used to store character animation parameter definitions, to be used by the CharacterAnimationParametersInitializer class More...
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class | TopDownCinemachineZone2D |
| Add this class to a box collider 2D and it'll let you define a zone that, when entered, enables a virtual camera, letting you define sections inside your level easily More...
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class | TopDownCinemachineZone3D |
| Add this class to a box collider and it'll let you define a zone that, when entered, enables a virtual camera, letting you define sections inside your level easily More...
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class | TopDownController |
| Do not use this class directly, use TopDownController2D for 2D characters, or TopDownController3D for 3D characters Both of these classes inherit from this one More...
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class | TopDownController2D |
| a controller to move a rigidbody2D and collider2D around in top down view More...
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class | TopDownController3D |
| A controller, initially adapted from Unity's CharacterMotor.js, to add on top of Unity's native CharacterController, that will handle More...
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struct | TopDownEngineEvent |
| A type of events used to signal level start and end (for now) More...
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class | TopDownEngineInputActions |
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struct | TopDownEnginePointEvent |
| A type of event used to signal changes to the current score More...
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struct | TopDownEngineStarEvent |
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class | TopDownMonoBehaviour |
| The TopDownMonoBehaviour class is a base class for all TopDownEngine classes. It doesn't do anything, but ensures you have a single point of change should you want your classes to inherit from something else than a plain MonoBehaviour A frequent use case for this would be adapting scripts More...
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class | TypedDamage |
| A class used to store and define typed damage impact : damage caused, condition or movement speed changes, etc More...
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class | Weapon |
| This base class, meant to be extended (see ProjectileWeapon.cs for an example of that) handles rate of fire (rate of use actually), and ammo reloading More...
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class | WeaponAim |
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class | WeaponAim2D |
| Add this component to a Weapon and you'll be able to aim it (meaning you'll rotate it) Supported control modes are mouse, primary movement (you aim wherever you direct your character) and secondary movement (using a secondary axis, separate from the movement). More...
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class | WeaponAim3D |
| Add this component to a Weapon and you'll be able to aim it (meaning you'll rotate it) Supported control modes are mouse, primary movement (you aim wherever you direct your character) and secondary movement (using a secondary axis, separate from the movement). More...
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class | WeaponAimMouseOverride |
| Add this component to a WeaponAim, and it'll automatically handle switching its weapon aim control mode to mouse if mouse becomes active. If you then touch any of the gamepad axis again, it'll switch back aim control to it. The WeaponAim control mode needs to be initially set to a gamepad control mode More...
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class | WeaponAmmo |
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class | WeaponAutoAim |
| An abstract class, meant to be extended for 2D and 3D specifics, handling the basics of auto aim. Extended components should be placed on a weapon with an aim component More...
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class | WeaponAutoAim2D |
| The 2D version of the WeaponAutoAim, meant to be used on objects equipped with a WeaponAim2D. It'll detect targets within the defined radius, pick the closest, and force the WeaponAim component to aim at them if a target is found More...
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class | WeaponAutoAim3D |
| The 3D version of the WeaponAutoAim, meant to be used on objects equipped with a WeaponAim3D. It'll detect targets within the defined radius, pick the closest, and force the WeaponAim component to aim at them if a target is found More...
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class | WeaponAutoAimRadiusCircle |
| This class will automatically draw a circle to match the radius of the auto aim weapon if there's one More...
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class | WeaponAutoShoot |
| Adds this component on a weapon with a WeaponAutoAim (2D or 3D) and it will automatically shoot at targets after an optional delay To prevent/stop auto shoot, simply disable this component, and enable it again to resume auto shoot More...
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class | WeaponHandler |
| A simple component you can use to control a weapon and have it start and stop on demand, without having a character to handle it You can see it in action in the KoalaHealth demo scene, it's powering that demo's cannons More...
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class | WeaponIK |
| This class allows for a 3D character to grab its current weapon's handles, and look wherever it's aiming. There's a bit of setup involved. You need to have a CharacterHandleWeapon component on your character, it needs an animator with IKPass active (this is set in the Layers tab of the animator) the animator's avatar MUST be set as humanoid And you need to put this script (WeaponIK) on the same gameobject as the animator (otherwise it won't work). Finally, you need to set left and right handles (or only one of these) on your weapon(s). More...
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class | WeaponIKDisabler |
| You can add this class next to a WeaponIK component (so usually on a Character's Animator), and it'll let you disable IK and optionally reparent the WeaponAttachment during certain animations More...
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class | WeaponLaserSight |
| Add this class to a weapon and it'll project a laser ray towards the direction the weapon is facing More...
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class | WeaponModel |
| A class used to force a model to aim at a Weapon's target More...
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struct | WeaponModelBindings |
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class | WeaponModelEnabler |
| This class is responsible for enabling/disabling the visual representation of weapons, if they're separated from the actual weapon object More...
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class | WeaponPreventShooting |
| An abstract class used to define additional conditions on a weapon to prevent it from firing More...
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class | WeaponPreventShootingWhenCloseToWalls2D |
| Add this class to a weapon and it'll prevent shooting when close to an obstacle (as defined by the ObstacleLayerMask) More...
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class | WeaponPreventShootingWhenCloseToWalls3D |
| Add this class to a weapon and it'll prevent shooting when close to an obstacle (as defined by the ObstacleLayerMask) More...
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class | WeaponSpriteSortingOrderThreshold |
| This class will modify the sprite associated with it's sorting order based on the current rotation of the weapon. Useful to get the weapon get in front or behind your character based on this angle on 2D weapons More...
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class | WeightedRandomTile |
| Weighted Random Tiles are tiles which randomly pick a sprite from a given list of sprites and a target location, and displays that sprite. The sprites can be weighted with a value to change its probability of appearing. The Sprite displayed for the Tile is randomized based on its location and will be fixed for that particular location. More...
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struct | WeightedSprite |
| A Sprite with a Weight value for randomization. More...
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class | WelcomeWindow |
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