|
class | ActionButton |
| Starts an AI action when pressed. More...
|
|
class | Actor |
| Each character inside the level must have this component as the AI only regards objects with Actor as characters. More...
|
|
class | ActorHUD |
| Manages and instantiates health bars and arrows for enemies. More...
|
|
struct | ActorMemory |
|
class | Actors |
|
struct | ActorTarget |
| Describes enemy positions for the AI to aim at. More...
|
|
class | AggressiveSelector |
| Sets aggressivness of the active character when enabled. More...
|
|
class | AIAction |
| Describes and executes an AI action. More...
|
|
class | AIActions |
| Stores possible actions for the AI to take. More...
|
|
class | AIActionsEditor |
|
class | AIAim |
| Manages head, body and arm direction for both civilians and fighters. More...
|
|
class | AIAlerts |
| Generates alerts on various character events. More...
|
|
struct | AIApproximationSettings |
| Describes possible error of the AI guesses. More...
|
|
class | AIAssault |
| Makes the AI run towards the enemy as an assault. More...
|
|
class | AIBackupCall |
| Continuously checks the situation. More...
|
|
class | AIBase |
| Base parent class for some AI components. More...
|
|
class | AIBaseRegrouper |
| Regroups other brains around the AI. More...
|
|
struct | AICall |
| Results of an AI call. More...
|
|
class | AICommunication |
| Finds nearby friends and makes connections to them. More...
|
|
class | AICopCall |
| Creates a call event when the AI sees an enemy. More...
|
|
class | AICover |
| Finds covers when asked by the brains. More...
|
|
class | AIEffects |
| Listens for events comign from AI components and instantiates effects. More...
|
|
class | AIFear |
| Checks the situation and issues a command to the brains to become scared. More...
|
|
class | AIFire |
| Controls the equipment of weapons and their fire. More...
|
|
class | AIFlashlight |
| Takes commands from other components and turns a flashlight on and off depending on a situation. More...
|
|
class | AIFlee |
| If AI becomes scared they flee towards a flee zone, ignoring everything else. More...
|
|
class | AIFollow |
| Moves and rotates the character motor so that it faces and follows the enemy when needed. More...
|
|
class | AIForget |
| Resets the AI if no update of the enemy has occured for long enough. More...
|
|
class | AIFormation |
| Moves the AI to a certain position. More...
|
|
struct | AIGrenadeSettings |
| Settings for AI grenades. More...
|
|
class | AIInvestigation |
| When the fighter brains enters investigation mode it passes the command of the character motor to this component. More...
|
|
class | AIItemBase |
| Base class for an item management component. More...
|
|
class | AILeave |
| Makes the AI to reset when the enemy is too far away. More...
|
|
class | AIListener |
| Finds alerts surrounding the AI. More...
|
|
class | AIListeners |
|
class | AIMelee |
|
class | AIMovement |
| Takes movement commands from other components and uses pathfinding to walk the character motor towards a destination. More...
|
|
struct | AimSettings |
| Speed and angle settings for CharacterMotor. More...
|
|
class | AIPhone |
| Allows the AI to take phonecalls and film using a phone. More...
|
|
class | AIProtector |
| Sets the AI to attack enemies that attack the Target. More...
|
|
class | AIRadio |
| Allows the AI to use a radio to take calls. More...
|
|
class | AIRegrouperButton |
| Displays a button inside the inspector that triggers a manual regroup. More...
|
|
class | AIRegrouperButtonEditor |
|
class | AIRegrouperCompany |
| Triggers a regroup when the number of friends falls below a threshold. More...
|
|
class | AIRegrouperHealth |
| Triggers a regroup when health falls below a certain threshold. More...
|
|
class | AIRegrouperProximity |
| Triggers a regroup when the enemy is close enough. More...
|
|
class | AIRegrouperRetreat |
| Triggers a regroup when the AI is retreating. More...
|
|
class | AISearch |
| Allows the AI to search the level to find an enemy. More...
|
|
class | AISight |
| Continuously updates a list of visible actors. More...
|
|
class | AISounds |
| Plays various sounds on AI events. More...
|
|
struct | AIStartSettings |
| Settings for AI start. More...
|
|
struct | AITargetSettings |
|
class | AIThreatControl |
| Manually manages the active enemy of the FighterBrain component. More...
|
|
class | AIUtil |
| A number of utility functions related to the AI. More...
|
|
class | AIWaypoints |
| When asked to, walks the character motor around the waypoints. More...
|
|
class | AIWaypointsEditor |
|
class | Alert |
| Generates alerts. More...
|
|
class | Alerts |
|
class | AmmoBar |
| Displays information about specific weapons ammunition. More...
|
|
class | AnimatedActorAction |
| An action that moves the actor towards the target and executes an animation. More...
|
|
class | AnimatedAreaAction |
| An action that is performed on an area. More...
|
|
class | AnimatedMassAction |
| An action that is performed on everyone matching a criteria, no matter the distance. More...
|
|
class | ArmorBuff |
| Multiplies received damage by CharacterHealth. More...
|
|
class | AttackAction |
| Sets the AI to attack a target, overrides it's previous target. More...
|
|
class | AutoActionToggle |
| Toggles whether an AI action is performed automatically or manually. More...
|
|
class | BaseBrain |
| Base implementation of all the AI brains. More...
|
|
class | BaseBuff |
| Base implementation for all buffs. More...
|
|
class | BaseCamera |
| A camera that is pointed at a CharacterMotor. More...
|
|
class | BaseDialog |
| Base dialog component. More...
|
|
class | BaseGun |
| Guns raycasts bullets, manage magazine and recoil. More...
|
|
class | BaseMelee |
|
class | BaseTab |
| Button that actives objects when pressed. More...
|
|
class | BodyPartHealth |
| Acts similarly to Character Health, but passed the taken damage to a first found Character Health component in the hierarchy. More...
|
|
class | BuffBar |
| Displays buffs active on the given target object. More...
|
|
class | BulletShield |
| Stops bullets and melee attacks from moving past the game object. More...
|
|
struct | Bursts |
| Settings for bursts of fire. More...
|
|
class | CameraManager |
| Holds the camera object. More...
|
|
class | CameraObjectFader |
| Hides objects that are in front of the camera. More...
|
|
struct | CameraState |
| Defines camera state for a single gameplay situation. More...
|
|
struct | CameraStates |
| Settings for each camera state. More...
|
|
struct | Character |
| Describes a human character. More...
|
|
class | CharacterAlerts |
| Generates alerts for the AI to pick up on various character events. More...
|
|
class | CharacterCamera |
| All cameras are to be able to update at certain moments in a frame. More...
|
|
class | CharacterEffects |
| Spawns prefab instances on various character events. More...
|
|
class | CharacterFace |
| Reacts to character events and modifies blend shapes in a mesh. More...
|
|
class | CharacterHealth |
| Manages health and sets Is Alive in Character Motor to false when it reaches 0. More...
|
|
class | CharacterHealthEditor |
|
struct | CharacterIK |
|
class | CharacterInventory |
|
class | CharacterMotor |
| Characters must have a Character Motor component attached. More...
|
|
class | CharacterMotorEditor |
|
struct | CharacterMovement |
| Movement information of a character. More...
|
|
class | CharacterName |
| Contains a character name used by the UI. More...
|
|
class | CharacterOutline |
| Displays an outline around the character mesh. More...
|
|
class | CharacterPlatform |
| Keeps character on top of a moving platform. More...
|
|
struct | CharacterProcess |
| Custom motor process description. More...
|
|
class | Characters |
| Manages a list of all characters inside the level. More...
|
|
class | CharacterSelector |
| Changes active character when pressed. More...
|
|
class | CharacterSleep |
| Turns off some components of character object when it is far away from the player’s character. More...
|
|
class | CharacterSounds |
| Spawns sound instances on various character events. More...
|
|
class | CharacterStamina |
| Maintains character health. More...
|
|
class | CharacterSwitcher |
| Manages a list of actors. More...
|
|
class | CivilianBrain |
| Simulates a peaceful civilian. More...
|
|
class | CivilianBrainEditor |
|
class | ClimbAnimation |
|
struct | ClimbSettings |
| Climbing settings for a character. More...
|
|
class | ClimbStart |
|
class | CloseButton |
| Disables the target dialog when pressed. More...
|
|
class | Cover |
| Walls usable for taking covers have to be marked by cover markers. More...
|
|
struct | CoverAimState |
| Maintains state of aiming in cover. More...
|
|
class | CoverAnimation |
|
struct | CoverBursts |
| Settings for bursts of fire when in cover. More...
|
|
class | CoverCache |
| Builds and maintains a list of covers near a position. More...
|
|
class | CoverEditor |
|
struct | CoverItem |
| Describes a single cover relative to an AI actor. More...
|
|
class | CoverOffsetAnimation |
|
class | CoverSearch |
| Manages a cache of covers used for search. More...
|
|
struct | CoverSettings |
| Defines cover settings for a character. More...
|
|
struct | CoverState |
| Cover state held by a CharacterMotor. More...
|
|
struct | CoverUpdateSettings |
|
struct | CoverUser |
| Describes an actor and its position. More...
|
|
class | Crosshair |
|
struct | CrosshairSettings |
|
class | CrouchTouch |
| When pressed toggles associated characters crouch state. More...
|
|
class | CrouchTouchEditor |
|
struct | CustomAction |
| Describes a key used to trigger a custom action, animation and message names. More...
|
|
class | DamageBuff |
| Multiplies damage dealt by the character's weapons. More...
|
|
class | DamageBuffAction |
| Applies a DamageBuff to a target actor. More...
|
|
class | DamageTrigger |
| Deals damage to Character Health components attached to objects that enter its trigger area. More...
|
|
class | DangerZone |
| Denotes a zone that prompts the AI to be careful. More...
|
|
class | DarkZone |
| Denotes a zone where objects have less visibility (decreases view distance for the AI). More...
|
|
class | DarkZoneEditor |
|
class | DebugText |
|
class | DelayedDestroy |
| Destroys the game object after a certain amount of time. More...
|
|
class | DelayedDisable |
| Disables the game object after a certain amount of time. More...
|
|
struct | DistanceRange |
| Describes a value that is calculated based on a distance. More...
|
|
class | EffectAction |
| An action that has an attached effect that is executed at the target position. More...
|
|
class | EnemyDisplayManager |
| Creates and manages objects with Health Bar for all enemies visible on screen. More...
|
|
struct | EnemyDistanceRange |
| Min and max distances for enemy to be in position for camera to zoom out. More...
|
|
class | EnemyHealth |
| Takes a target of a character motor and sets a sibling Health Bar component to take its values. More...
|
|
class | EnemySight |
| Generates and maintains a mesh depicting field of view for a character motor. More...
|
|
class | EquipAnimation |
|
class | EquipBar |
| When pressed makes a character pick that weapon. More...
|
|
class | EquipEditor |
|
class | ExitToEscape |
| Exits the game when an escape key is pressed. More...
|
|
class | ExplosionPreview |
| Displays a sphere depicting an area of grenade explosion. More...
|
|
struct | FaceSettings |
| Collection of modifiers for a face. More...
|
|
struct | FadedObject |
| Holds the object with changed transparency. More...
|
|
struct | FadedRenderer |
| Holds information about a faded renderer. More...
|
|
struct | FadeTarget |
| Objects closer than the target are faded. More...
|
|
class | FighterBrain |
| Simulates a fighter, takes cover, assaults, uses weapons, throws grenades, etc. More...
|
|
class | FighterBrainEditor |
|
struct | FighterGrenadeAvoidSettings |
|
struct | FighterInvestigationWaitSettings |
|
struct | FighterRetreatSettings |
|
struct | FighterSpeedSettings |
|
class | Flashlight |
| Turns on or off Unity's Light component. More...
|
|
class | FleeBlockEditor |
|
class | FleeZone |
| Denotes a target zone for the fleeing AI to run to. More...
|
|
class | FormationSelector |
| Sets formation type of the active character when enabled. More...
|
|
struct | FreeRoamInDangerSettings |
| Settings for a free roam formation when in danger. More...
|
|
struct | FreeRoamOutOfDangerSettings |
| Settings for a free roam formation when not in danger. More...
|
|
struct | GeneratedAlert |
| Describes an alert to be picked up by an AI (AIListener). More...
|
|
class | GetHitAnimation |
|
struct | GlobalSearchCache |
| Stores covers and search blocks inside the level. More...
|
|
class | GrassZone |
| Denotes an area with grass. More...
|
|
class | Grenade |
| Moves the object through the air and causes an explosion event after certain amount of time passes. More...
|
|
class | GrenadeAction |
| Throws a grenade. More...
|
|
class | GrenadeAnimation |
|
class | GrenadeBar |
| On touch makes the character pick up a grenade. More...
|
|
struct | GrenadeDescription |
| A grenade description passed to functions inside GrenadePath. More...
|
|
class | GrenadeList |
| All currently active grenades. More...
|
|
class | GrenadePath |
| Contains functions used for grenade path calculation. More...
|
|
struct | GrenadeSettings |
| Grenade settings for the CharacterMotor. More...
|
|
class | Gun |
| Default implementation of the BaseGun script. More...
|
|
class | GunAlerts |
| Generates alerts for the AI to pick up on various gun events. More...
|
|
class | GunAmmo |
| Maintains information about the gun and it's ammo. More...
|
|
class | GunAmmoEditor |
|
class | GunEffects |
| Spawns effects prefabs on various gun events like reloads or gunfire. More...
|
|
struct | GunRecoilSettings |
| Recoil settings for a gun. More...
|
|
class | GunSounds |
| Generates randomised sounds on various gun events. More...
|
|
struct | HandOverwrite |
| Defines hand position markers to overwrite the default marker. More...
|
|
class | HealAction |
| Heals a single actor. More...
|
|
class | HealthBar |
| Takes a relative health from a Character Health component and displays a bar that displays the value. More...
|
|
class | HealthBarEditor |
|
struct | Hit |
| Description of a bullet hit. More...
|
|
class | HitAlerts |
| Broadcasts alerts upon a hit. More...
|
|
class | HitEffect |
| Spawns an effect upon a hit. More...
|
|
class | HitResponseSettings |
| Settings for the CharacterMotor IK when hit. More...
|
|
class | HitSounds |
| Plays sounds upon a hit. More...
|
|
class | HoldPositionAction |
| Tells the AI to stay at a position no matter what. More...
|
|
class | HoldPositionMarker |
| Instantiates a prefab and manages it, based on events generated by other AI components. More...
|
|
interface | IAlertListener |
|
interface | ICharacterController |
| Requires all character controllers to be able to be updated after camera. More...
|
|
interface | ICharacterCoverListener |
|
interface | ICharacterGunListener |
|
interface | ICharacterHealthListener |
|
interface | ICharacterHeightListener |
|
interface | ICharacterPhysicsListener |
|
interface | ICharacterSuccessfulHitListener |
|
interface | ICharacterToolListener |
|
interface | ICharacterWalkListener |
|
interface | ICharacterWeaponChangeListener |
|
interface | ICharacterZoomListener |
|
interface | IGunListener |
|
class | IK |
| Object that calculates IK transformations. More...
|
|
struct | IKBone |
| Settings of a bone to be manipulated by IK. More...
|
|
struct | IKConfig |
|
struct | IKSettings |
| Character's IK settings. More...
|
|
class | IKTransform |
| Representation of a transform manipulated by IK. More...
|
|
interface | IMeleeListener |
|
class | InstantAction |
| An action that is performed instantly with no delay. More...
|
|
struct | InvestigatedPoint |
| Information about an already investigated position. More...
|
|
class | JumpAnimation |
|
struct | JumpSettings |
| Character jump settings. More...
|
|
struct | KeepCloseTo |
| Describes a position and distance for the AI to stay from it. More...
|
|
class | Laser |
| Generates and displays a laser mesh. More...
|
|
class | LayerManager |
|
class | LayerManagerEditor |
|
class | Layers |
| Stores object layers. More...
|
|
class | LightZone |
| Denotes a zone with increased visibility. More...
|
|
struct | LineFormationSettings |
| Settings for a line formation. More...
|
|
class | MassArmorBuffAction |
| Applies ArmorBuff to everyone matching a certain criteria, no matter the distance. More...
|
|
class | MassDamageBuffAction |
| Applies DamageBuff to everyone matching a certain criteria, no matter the distance. More...
|
|
class | MassHealAction |
| Heals everyone matching a certain criteria, no matter the distance. More...
|
|
class | Melee |
|
class | MeleeAlerts |
| Generates alerts for the AI to pick up on various melee events. More...
|
|
class | MeleeAnimation |
|
class | MeleeAttackEditor |
|
class | MeleeEffects |
| Spawns effects prefabs on various melee events. More...
|
|
class | MeleeSounds |
| Generates randomised sounds on various melee events. More...
|
|
class | MeleeTouch |
| When pressed makes the target motor attack with melee. More...
|
|
class | Menu |
|
class | MobileCamera |
| Manages the camera object by setting an appropriate position depending on the target object's state. More...
|
|
struct | MobileCameraTargetOffsets |
| Camera target offsets. More...
|
|
class | MobileController |
| Takes touch screen input and translates that to Character Motor commands. More...
|
|
class | MouseLock |
| Locks mouse cursor inside the game window. More...
|
|
class | ParticleCameraMotionBlur |
| Sets up motion vector generation mode to camera. More...
|
|
class | PathPreview |
| Builds a path mesh that depicts the approximated flight of a grenade. More...
|
|
class | Phone |
| Denotes the object as a phone. More...
|
|
class | PlayerArmTrigger |
| Causes player characters to pick a weapon when they enter the trigger area. More...
|
|
class | PlayerDisarmTrigger |
| Causes player characters to hide their weapon upon entering the area. More...
|
|
class | PressButton |
| Registers pointer events and adjusts Image based on the UI state. More...
|
|
struct | PressButtonSettings |
| Describes button graphics for each possible UI state. More...
|
|
class | Projectile |
| An object that flies a distance and then destroys itself. More...
|
|
class | Radio |
| Denotes the object as a radio. More...
|
|
class | RandomAudio |
| Picks a random audio sample from the supplied list and sets Audio Source to play it. More...
|
|
class | RegroupButton |
| Stops all actions and tells the characters to move back to default positions. More...
|
|
class | ReloadAnimation |
|
class | ResetOnDeath |
| Reset the level on character's death. More...
|
|
class | RollAnimation |
|
struct | RollSettings |
| Character roll settings. More...
|
|
struct | SearchBlock |
|
class | SearchBlockCache |
|
struct | SearchPoint |
| Information about a searchable position. More...
|
|
class | SearchPointData |
|
class | SearchZone |
| Denotes an open area for the AI to check out when searching. More...
|
|
class | SearchZoneCache |
| Maintains a list of search zones inside an area (denoted by a position and radius). More...
|
|
class | SearchZoneEditor |
|
class | ShieldAction |
| Enables the target object. More...
|
|
struct | ShoulderSettings |
| Relative positions for the camera. More...
|
|
class | SmokeGrenade |
| A version of a grenade that applies a VisionBuff to objects with CharacterMotor. More...
|
|
class | SpawnGroup |
| Manages a group of spawn points. More...
|
|
class | SpawnPicker |
| Manages a collection of spanw groups. More...
|
|
class | SpawnPoint |
| Denotes a single point in space and prefabs that are by default spanwed here when required. More...
|
|
class | SpawnPointEditor |
|
struct | SquareFormationSettings |
| Settings for a square formation. More...
|
|
class | StaminaBar |
| Manages the display of a character's stamina. More...
|
|
class | StrategyCamera |
| Simple camera that looks and follows at characters from above. More...
|
|
class | StrategyInput |
| Allows to perform AIActions based on the player input. More...
|
|
class | SupportDialog |
| Manages the UI for adjusting support parameters of the active character. More...
|
|
class | SupportSelector |
| Denotes a single possible character value to be supported for the currently active character. More...
|
|
class | TempOutline |
| A basic buff that displays only an outline. More...
|
|
class | ThirdPersonCamera |
| Manages the camera object by setting an appropriate orientation depending on the target object's state. More...
|
|
class | ThirdPersonCameraEditor |
|
class | ThirdPersonController |
| Takes player input (usually from ThirdPersonInput) and translates that to commands to CharacterMotor. More...
|
|
class | ThirdPersonInput |
| Takes player input and transform it to commands to ThirdPersonController. More...
|
|
struct | Threat |
|
class | ThreatSelector |
| Changes threat priority when pressed for the currently active character. More...
|
|
class | ThrowAnimation |
|
class | Tool |
| Tools are like Gun or Melee attached to a weapon. More...
|
|
class | TopDownCamera |
| Strategical top down camera that follows characters and adjusts it's height based on the situation. More...
|
|
class | TopDownInput |
| Takes player input and transform it to commands to ThirdPersonController. More...
|
|
class | TouchAiming |
| Takes directional input from the touch screen and passes it to Mobile Controller as aim direction. More...
|
|
class | TouchBase |
| Base implementation for character touch controls. More...
|
|
class | TouchMovement |
| Takes directional movement input from the touch screen and passes it to Mobile Controller. More...
|
|
class | ToxicGrenade |
| A version of a grenade that applies a DamageBuff to objects with CharacterMotor. More...
|
|
class | TriggerCountWave |
| A version of SpawnGroup that triggers when a certain team has less members than specified. More...
|
|
struct | TurnSettings |
| Speed and angle settings for CharacterMotor. More...
|
|
class | UnequipAnimation |
|
class | Util |
| Utility functions. More...
|
|
struct | VaultSettings |
| Vault settings for a character. More...
|
|
class | Visibility |
| Records and stores Unity renderer visibility. More...
|
|
class | VisionBuff |
| Adjusts AISight when active. More...
|
|
class | WalkAnimation |
|
struct | Waypoint |
| Definition of an AI patrol waypoint. More...
|
|
struct | WeaponDescription |
| Description of a weapon/tool held by a CharacterMotor. More...
|
|
class | WeaponUseAnimation |
|
class | Zone |
| Denotes a trigger zone area. More...
|
|