|
| 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...
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| struct | TurnSettings |
| | Speed and angle settings for CharacterMotor. More...
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| class | UnequipAnimation |
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| class | Util |
| | Utility functions. More...
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| struct | VaultSettings |
| | Vault settings for a character. More...
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| class | Visibility |
| | Records and stores Unity renderer visibility. More...
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| class | VisionBuff |
| | Adjusts AISight when active. More...
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| class | WalkAnimation |
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| struct | Waypoint |
| | Definition of an AI patrol waypoint. More...
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| struct | WeaponDescription |
| | Description of a weapon/tool held by a CharacterMotor. More...
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| class | WeaponUseAnimation |
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| class | Zone |
| | Denotes a trigger zone area. More...
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