• Api Documentation

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    • CreatorKitCode
      • BaseElementalEffect
      • CharacterData
      • Container
      • ElementalEffect
      • EquipmentItem
      • EquipmentItem.EquipmentSlot
      • EquipmentItem.EquippedEffect
      • EquipmentSystem
      • Helpers
      • HighlightableObject
      • InteractableObject
      • InventorySystem
      • InventorySystem.InventoryEntry
      • Item
      • Loot
      • LootSpawner
      • LootSpawner.LootEntry
      • LootSpawner.SpawnEvent
      • SFXManager
      • SFXManager.PlayData
      • SFXManager.Use
      • SpawnPoint
      • StatSystem
      • StatSystem.DamageType
      • StatSystem.StatModifier
      • StatSystem.StatModifier.Mode
      • StatSystem.Stats
      • StatSystem.TimedStatModifier
      • UsableItem
      • UsableItem.UsageEffect
      • VFXDatabase
      • VFXDatabase.VFXDBEntry
      • VFXManager
      • VFXManager.VFXInstance
      • Weapon
      • Weapon.AttackData
      • Weapon.Stat
      • Weapon.WeaponAttackEffect
    • CreatorKitCodeInternal
      • AmbiencePlayer
      • AnimationControllerDispatcher
      • AnimationControllerDispatcher.IAttackFrameReceiver
      • AnimationControllerDispatcher.IFootstepFrameReceiver
      • AttackState
      • BreakableObject
      • CameraController
      • CharacterAudio
      • CharacterControl
      • DamageUI
      • DamageUI.ActiveText
      • EffectIconUI
      • EquipmentUI
      • InventoryCharacterRender
      • InventoryUI
      • InventoryUI.DragData
      • ItemEntryUI
      • ItemTooltip
      • LootUI
      • RandomBGMPlayer
      • RandomLoopOffset
      • ResourceManager
      • SceneLinkedSMB<TMonoBehaviour>
      • SimpleEnemyController
      • SimpleEnemyController.State
      • TrainingDummy
      • UIAlphaRaycast
      • UISystem

    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)

    Interfaces

    AnimationControllerDispatcher.IAttackFrameReceiver

    AnimationControllerDispatcher.IFootstepFrameReceiver

    Enums

    SimpleEnemyController.State

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