| ▶NCoverShooter | |
| CActionButton | Starts an AI action when pressed |
| CActor | Each character inside the level must have this component as the AI only regards objects with Actor as characters |
| CActorHUD | Manages and instantiates health bars and arrows for enemies |
| CActorMemory | |
| CActors | |
| CActorTarget | Describes enemy positions for the AI to aim at |
| CAggressiveSelector | Sets aggressivness of the active character when enabled |
| CAIAction | Describes and executes an AI action |
| CAIActions | Stores possible actions for the AI to take |
| CAIActionsEditor | |
| CAIAim | Manages head, body and arm direction for both civilians and fighters |
| CAIAlerts | Generates alerts on various character events |
| CAIApproximationSettings | Describes possible error of the AI guesses |
| CAIAssault | Makes the AI run towards the enemy as an assault |
| CAIBackupCall | Continuously checks the situation |
| CAIBase | Base parent class for some AI components |
| CAIBaseRegrouper | Regroups other brains around the AI |
| CAICall | Results of an AI call |
| CAICommunication | Finds nearby friends and makes connections to them |
| CAICopCall | Creates a call event when the AI sees an enemy |
| CAICover | Finds covers when asked by the brains |
| CAIEffects | Listens for events comign from AI components and instantiates effects |
| CAIFear | Checks the situation and issues a command to the brains to become scared |
| CAIFire | Controls the equipment of weapons and their fire |
| CAIFlashlight | Takes commands from other components and turns a flashlight on and off depending on a situation |
| CAIFlee | If AI becomes scared they flee towards a flee zone, ignoring everything else |
| CAIFollow | Moves and rotates the character motor so that it faces and follows the enemy when needed |
| CAIForget | Resets the AI if no update of the enemy has occured for long enough |
| CAIFormation | Moves the AI to a certain position |
| CAIGrenadeSettings | Settings for AI grenades |
| CAIInvestigation | When the fighter brains enters investigation mode it passes the command of the character motor to this component |
| CAIItemBase | Base class for an item management component |
| CAILeave | Makes the AI to reset when the enemy is too far away |
| CAIListener | Finds alerts surrounding the AI |
| CAIListeners | |
| CAIMelee | |
| CAIMovement | Takes movement commands from other components and uses pathfinding to walk the character motor towards a destination |
| CAimSettings | Speed and angle settings for CharacterMotor |
| CAIPhone | Allows the AI to take phonecalls and film using a phone |
| CAIProtector | Sets the AI to attack enemies that attack the Target |
| CAIRadio | Allows the AI to use a radio to take calls |
| CAIRegrouperButton | Displays a button inside the inspector that triggers a manual regroup |
| CAIRegrouperButtonEditor | |
| CAIRegrouperCompany | Triggers a regroup when the number of friends falls below a threshold |
| CAIRegrouperHealth | Triggers a regroup when health falls below a certain threshold |
| CAIRegrouperProximity | Triggers a regroup when the enemy is close enough |
| CAIRegrouperRetreat | Triggers a regroup when the AI is retreating |
| CAISearch | Allows the AI to search the level to find an enemy |
| CAISight | Continuously updates a list of visible actors |
| CAISounds | Plays various sounds on AI events |
| CAIStartSettings | Settings for AI start |
| CAITargetSettings | |
| CAIThreatControl | Manually manages the active enemy of the FighterBrain component |
| CAIUtil | A number of utility functions related to the AI |
| CAIWaypoints | When asked to, walks the character motor around the waypoints |
| CAIWaypointsEditor | |
| CAlert | Generates alerts |
| CAlerts | |
| CAmmoBar | Displays information about specific weapons ammunition |
| CAnimatedActorAction | An action that moves the actor towards the target and executes an animation |
| CAnimatedAreaAction | An action that is performed on an area |
| CAnimatedMassAction | An action that is performed on everyone matching a criteria, no matter the distance |
| CArmorBuff | Multiplies received damage by CharacterHealth |
| CAttackAction | Sets the AI to attack a target, overrides it's previous target |
| CAutoActionToggle | Toggles whether an AI action is performed automatically or manually |
| CBaseBrain | Base implementation of all the AI brains |
| CBaseBuff | Base implementation for all buffs |
| CBaseCamera | A camera that is pointed at a CharacterMotor |
| CBaseDialog | Base dialog component |
| CBaseGun | Guns raycasts bullets, manage magazine and recoil |
| CBaseMelee | |
| CBaseTab | Button that actives objects when pressed |
| CBodyPartHealth | Acts similarly to Character Health, but passed the taken damage to a first found Character Health component in the hierarchy |
| CBuffBar | Displays buffs active on the given target object |
| CBulletShield | Stops bullets and melee attacks from moving past the game object |
| CBursts | Settings for bursts of fire |
| CCameraManager | Holds the camera object |
| CCameraObjectFader | Hides objects that are in front of the camera |
| CCameraState | Defines camera state for a single gameplay situation |
| CCameraStates | Settings for each camera state |
| CCharacter | Describes a human character |
| CCharacterAlerts | Generates alerts for the AI to pick up on various character events |
| CCharacterCamera | All cameras are to be able to update at certain moments in a frame |
| CCharacterEffects | Spawns prefab instances on various character events |
| CCharacterFace | Reacts to character events and modifies blend shapes in a mesh |
| CCharacterHealth | Manages health and sets Is Alive in Character Motor to false when it reaches 0 |
| CCharacterHealthEditor | |
| CCharacterIK | |
| CCharacterInventory | |
| CCharacterMotor | Characters must have a Character Motor component attached |
| CCharacterMotorEditor | |
| CCharacterMovement | Movement information of a character |
| CCharacterName | Contains a character name used by the UI |
| CCharacterOutline | Displays an outline around the character mesh |
| CCharacterPlatform | Keeps character on top of a moving platform |
| CCharacterProcess | Custom motor process description |
| CCharacters | Manages a list of all characters inside the level |
| CCharacterSelector | Changes active character when pressed |
| CCharacterSleep | Turns off some components of character object when it is far away from the player’s character |
| CCharacterSounds | Spawns sound instances on various character events |
| CCharacterStamina | Maintains character health |
| CCharacterSwitcher | Manages a list of actors |
| CCivilianBrain | Simulates a peaceful civilian |
| CCivilianBrainEditor | |
| CClimbAnimation | |
| CClimbSettings | Climbing settings for a character |
| CClimbStart | |
| CCloseButton | Disables the target dialog when pressed |
| CCover | Walls usable for taking covers have to be marked by cover markers |
| CCoverAimState | Maintains state of aiming in cover |
| CCoverAnimation | |
| CCoverBursts | Settings for bursts of fire when in cover |
| CCoverCache | Builds and maintains a list of covers near a position |
| CCoverEditor | |
| CCoverItem | Describes a single cover relative to an AI actor |
| CCoverOffsetAnimation | |
| CCoverSearch | Manages a cache of covers used for search |
| CCoverSettings | Defines cover settings for a character |
| CCoverState | Cover state held by a CharacterMotor |
| CCoverUpdateSettings | |
| CCoverUser | Describes an actor and its position |
| CCrosshair | |
| CCrosshairSettings | |
| CCrouchTouch | When pressed toggles associated characters crouch state |
| CCrouchTouchEditor | |
| CCustomAction | Describes a key used to trigger a custom action, animation and message names |
| CDamageBuff | Multiplies damage dealt by the character's weapons |
| CDamageBuffAction | Applies a DamageBuff to a target actor |
| CDamageTrigger | Deals damage to Character Health components attached to objects that enter its trigger area |
| CDangerZone | Denotes a zone that prompts the AI to be careful |
| CDarkZone | Denotes a zone where objects have less visibility (decreases view distance for the AI) |
| CDarkZoneEditor | |
| CDebugText | |
| CDelayedDestroy | Destroys the game object after a certain amount of time |
| CDelayedDisable | Disables the game object after a certain amount of time |
| CDistanceRange | Describes a value that is calculated based on a distance |
| CEffectAction | An action that has an attached effect that is executed at the target position |
| CEnemyDisplayManager | Creates and manages objects with Health Bar for all enemies visible on screen |
| CEnemyDistanceRange | Min and max distances for enemy to be in position for camera to zoom out |
| CEnemyHealth | Takes a target of a character motor and sets a sibling Health Bar component to take its values |
| CEnemySight | Generates and maintains a mesh depicting field of view for a character motor |
| CEquipAnimation | |
| CEquipBar | When pressed makes a character pick that weapon |
| CEquipEditor | |
| CExitToEscape | Exits the game when an escape key is pressed |
| CExplosionPreview | Displays a sphere depicting an area of grenade explosion |
| CFaceSettings | Collection of modifiers for a face |
| CFadedObject | Holds the object with changed transparency |
| CFadedRenderer | Holds information about a faded renderer |
| CFadeTarget | Objects closer than the target are faded |
| CFighterBrain | Simulates a fighter, takes cover, assaults, uses weapons, throws grenades, etc |
| CFighterBrainEditor | |
| CFighterGrenadeAvoidSettings | |
| CFighterInvestigationWaitSettings | |
| CFighterRetreatSettings | |
| CFighterSpeedSettings | |
| CFlashlight | Turns on or off Unity's Light component |
| CFleeBlockEditor | |
| CFleeZone | Denotes a target zone for the fleeing AI to run to |
| CFormationSelector | Sets formation type of the active character when enabled |
| CFreeRoamInDangerSettings | Settings for a free roam formation when in danger |
| CFreeRoamOutOfDangerSettings | Settings for a free roam formation when not in danger |
| CGeneratedAlert | Describes an alert to be picked up by an AI (AIListener) |
| CGetHitAnimation | |
| CGlobalSearchCache | Stores covers and search blocks inside the level |
| CGrassZone | Denotes an area with grass |
| CGrenade | Moves the object through the air and causes an explosion event after certain amount of time passes |
| CGrenadeAction | Throws a grenade |
| CGrenadeAnimation | |
| CGrenadeBar | On touch makes the character pick up a grenade |
| CGrenadeDescription | A grenade description passed to functions inside GrenadePath |
| CGrenadeList | All currently active grenades |
| CGrenadePath | Contains functions used for grenade path calculation |
| CGrenadeSettings | Grenade settings for the CharacterMotor |
| CGun | Default implementation of the BaseGun script |
| CGunAlerts | Generates alerts for the AI to pick up on various gun events |
| CGunAmmo | Maintains information about the gun and it's ammo |
| CGunAmmoEditor | |
| CGunEffects | Spawns effects prefabs on various gun events like reloads or gunfire |
| CGunRecoilSettings | Recoil settings for a gun |
| CGunSounds | Generates randomised sounds on various gun events |
| CHandOverwrite | Defines hand position markers to overwrite the default marker |
| CHealAction | Heals a single actor |
| CHealthBar | Takes a relative health from a Character Health component and displays a bar that displays the value |
| CHealthBarEditor | |
| CHit | Description of a bullet hit |
| CHitAlerts | Broadcasts alerts upon a hit |
| CHitEffect | Spawns an effect upon a hit |
| CHitResponseSettings | Settings for the CharacterMotor IK when hit |
| CHitSounds | Plays sounds upon a hit |
| CHoldPositionAction | Tells the AI to stay at a position no matter what |
| CHoldPositionMarker | Instantiates a prefab and manages it, based on events generated by other AI components |
| CIAlertListener | |
| CICharacterController | Requires all character controllers to be able to be updated after camera |
| CICharacterCoverListener | |
| CICharacterGunListener | |
| CICharacterHealthListener | |
| CICharacterHeightListener | |
| CICharacterPhysicsListener | |
| CICharacterSuccessfulHitListener | |
| CICharacterToolListener | |
| CICharacterWalkListener | |
| CICharacterWeaponChangeListener | |
| CICharacterZoomListener | |
| CIGunListener | |
| CIK | Object that calculates IK transformations |
| CIKBone | Settings of a bone to be manipulated by IK |
| CIKConfig | |
| CIKSettings | Character's IK settings |
| CIKTransform | Representation of a transform manipulated by IK |
| CIMeleeListener | |
| CInstantAction | An action that is performed instantly with no delay |
| CInvestigatedPoint | Information about an already investigated position |
| CJumpAnimation | |
| CJumpSettings | Character jump settings |
| CKeepCloseTo | Describes a position and distance for the AI to stay from it |
| CLaser | Generates and displays a laser mesh |
| CLayerManager | |
| CLayerManagerEditor | |
| CLayers | Stores object layers |
| CLightZone | Denotes a zone with increased visibility |
| CLineFormationSettings | Settings for a line formation |
| CMassArmorBuffAction | Applies ArmorBuff to everyone matching a certain criteria, no matter the distance |
| CMassDamageBuffAction | Applies DamageBuff to everyone matching a certain criteria, no matter the distance |
| CMassHealAction | Heals everyone matching a certain criteria, no matter the distance |
| CMelee | |
| CMeleeAlerts | Generates alerts for the AI to pick up on various melee events |
| CMeleeAnimation | |
| CMeleeAttackEditor | |
| CMeleeEffects | Spawns effects prefabs on various melee events |
| CMeleeSounds | Generates randomised sounds on various melee events |
| CMeleeTouch | When pressed makes the target motor attack with melee |
| CMenu | |
| CMobileCamera | Manages the camera object by setting an appropriate position depending on the target object's state |
| CMobileCameraTargetOffsets | Camera target offsets |
| CMobileController | Takes touch screen input and translates that to Character Motor commands |
| CMouseLock | Locks mouse cursor inside the game window |
| CParticleCameraMotionBlur | Sets up motion vector generation mode to camera |
| CPathPreview | Builds a path mesh that depicts the approximated flight of a grenade |
| CPhone | Denotes the object as a phone |
| CPlayerArmTrigger | Causes player characters to pick a weapon when they enter the trigger area |
| CPlayerDisarmTrigger | Causes player characters to hide their weapon upon entering the area |
| CPressButton | Registers pointer events and adjusts Image based on the UI state |
| CPressButtonSettings | Describes button graphics for each possible UI state |
| CProjectile | An object that flies a distance and then destroys itself |
| CRadio | Denotes the object as a radio |
| CRandomAudio | Picks a random audio sample from the supplied list and sets Audio Source to play it |
| CRegroupButton | Stops all actions and tells the characters to move back to default positions |
| CReloadAnimation | |
| CResetOnDeath | Reset the level on character's death |
| CRollAnimation | |
| CRollSettings | Character roll settings |
| CSearchBlock | |
| CSearchBlockCache | |
| CSearchPoint | Information about a searchable position |
| CSearchPointData | |
| CSearchZone | Denotes an open area for the AI to check out when searching |
| CSearchZoneCache | Maintains a list of search zones inside an area (denoted by a position and radius) |
| CSearchZoneEditor | |
| CShieldAction | Enables the target object |
| CShoulderSettings | Relative positions for the camera |
| CSmokeGrenade | A version of a grenade that applies a VisionBuff to objects with CharacterMotor |
| CSpawnGroup | Manages a group of spawn points |
| CSpawnPicker | Manages a collection of spanw groups |
| CSpawnPoint | Denotes a single point in space and prefabs that are by default spanwed here when required |
| CSpawnPointEditor | |
| CSquareFormationSettings | Settings for a square formation |
| CStaminaBar | Manages the display of a character's stamina |
| CStrategyCamera | Simple camera that looks and follows at characters from above |
| CStrategyInput | Allows to perform AIActions based on the player input |
| CSupportDialog | Manages the UI for adjusting support parameters of the active character |
| CSupportSelector | Denotes a single possible character value to be supported for the currently active character |
| CTempOutline | A basic buff that displays only an outline |
| CThirdPersonCamera | Manages the camera object by setting an appropriate orientation depending on the target object's state |
| CThirdPersonCameraEditor | |
| CThirdPersonController | Takes player input (usually from ThirdPersonInput) and translates that to commands to CharacterMotor |
| CThirdPersonInput | Takes player input and transform it to commands to ThirdPersonController |
| CThreat | |
| CThreatSelector | Changes threat priority when pressed for the currently active character |
| CThrowAnimation | |
| CTool | Tools are like Gun or Melee attached to a weapon |
| CTopDownCamera | Strategical top down camera that follows characters and adjusts it's height based on the situation |
| CTopDownInput | Takes player input and transform it to commands to ThirdPersonController |
| CTouchAiming | Takes directional input from the touch screen and passes it to Mobile Controller as aim direction |
| CTouchBase | Base implementation for character touch controls |
| CTouchMovement | Takes directional movement input from the touch screen and passes it to Mobile Controller |
| CToxicGrenade | A version of a grenade that applies a DamageBuff to objects with CharacterMotor |
| CTriggerCountWave | A version of SpawnGroup that triggers when a certain team has less members than specified |
| CTurnSettings | Speed and angle settings for CharacterMotor |
| CUnequipAnimation | |
| CUtil | Utility functions |
| CVaultSettings | Vault settings for a character |
| CVisibility | Records and stores Unity renderer visibility |
| CVisionBuff | Adjusts AISight when active |
| CWalkAnimation | |
| CWaypoint | Definition of an AI patrol waypoint |
| CWeaponDescription | Description of a weapon/tool held by a CharacterMotor |
| CWeaponUseAnimation | |
| CZone | Denotes a trigger zone area |