Namespace CreatorKitCodeInternal
Classes
AmbiencePlayer
AnimationControllerDispatcher
Need to be added to the GameObject that have the AnimatorController. This will receive the Event defined in the import of the animations and can dispatch them to some receivers. Used by step event and attack frame event on characters.
AttackState
BreakableObject
Small class that will handle replacing a GameObject with another when the CharacterData on the same GameObject reach health = 0. Used in game for barrels, swapping a normal model for a prefab made of multiple part with physics to simulate the barrel breaking.
CameraController
Control the camera, mainly used as a reference to the main camera through the singleton instance, and to handle mouse wheel zooming
CharacterAudio
CharacterControl
DamageUI
Handle all the UI related to damage number appearing above object/character when they get damaged. Manage the pool of UI text and activating, placing and fading them out across time.
DamageUI.ActiveText
EffectIconUI
Simple Monobehaviour used to get fast reference to the Image and Slider used by current active effect icone on UI
EquipmentUI
Keep reference and update the Equipment entry (the 6 icons around the character in the Inventory)
InventoryCharacterRender
InventoryUI
Handle all the UI code related to the inventory (drag'n'drop of object, using objects, equipping object etc.)
InventoryUI.DragData
ItemEntryUI
ItemTooltip
LootUI
Handle display the names of every loot on screen (which are button for easy pickup)
RandomBGMPlayer
RandomLoopOffset
Will pick a random time in an animation loop to offset an animator, allowing to avoid lots of object playing the same animation loop to look synchronised
ResourceManager
Use this class to list common resources used by systems, so you can define them in a single place (at the time of writing, only used to store the billboard material used by the Loot system)
SceneLinkedSMB<TMonoBehaviour>
A custom state machine behaviour that allow to store a reference to a Monobehaviour class linked to the animator. That allow faster and more efficient access to it on state enter/exit callback (otherwise need a GetComponent each frame)
SimpleEnemyController
TrainingDummy
UIAlphaRaycast
Allow to define the alpha threshold that will let a raycast pass in the UI. By default for performance reason that threshold is set to 0 (all part of the image, even the one with = 0, stop the raycast).
UISystem
Main class that handle the Game UI (health, open/close inventory)