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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
 NCollision
 CAttractCollisionActionDetails the action to be taken when a collision occurs with the target. In this class the target is attracted to the collider. The strength of the attraction can be specified
 CBounceCollisionActionDetails the action to be taken when a collision occurs with the target. In this class the target is bounced away from the collider. The strength of the bounce can be specified
 CCollisionActionControllerThe collision action controller is responsible for handling the collision of a GameObject. It uses an interface implemented by a number of different action classes with dofferent effects when the target enters or leaves the collision effect zone
 CDeathCollisionActionDetails the action to be taken when a collision occurs with the target. In this class the target is killed when it hits the collider The strength of the death is not relevant in this case
 CICollisionActionThis interface is used to allow for different collision effects to be chosen for the collition action controller
 CSpeedChangeCollisionActionDetails the action to be taken when a collision occurs with the target. In this class the target is sped up by the collider. The strength of the effect can be specified
 NEnemies
 CCannonControllerThe cannon controller allows the cannon to follow the player when in range The cannon head needs to be setup so that can rotate from a fixed point. The cannon tip is the firing point When in range the laser will show its track to the player IF the counter to firing gets towards the laser beam goes from Green to Red then White before firing and resetting the 'cooldown' time and the laser resets to green (due to the time to fire)
 CEnemyFollowCan be applied to any moveable object, makes the object move towards the player/target Needs to have trigger range TODO: Could extend to always move towards the player/target TODO: Could extend to make it move towards where the player is going by looking at player velocity TODO: Could make this be a dual function with 'escape' player
 NKey
 CIKeyActionInterface defining the action that happen on the KeyActionController when the action is triggered This is usually to make another object do something so the player can move on
 CITimeAllowedToWaypointOptional interface causing the time allowed to the next waypoint to be measured
 CKeyThe WaypointSubscriber is expected from Key gameobjects as it helps the CameraFollow Any actions required on collision(by the player) are managed by the field linking to the KeyActionController It will update to the next waypoint(which there needs to be or camera follow will get confused)
 CKeyActionThis class sets up and later calls the KeyActionController's key activation action Its not a unity class but uses Unity classes to perform actions against During the init, a constructor call, the key action is put in place and then later called as needed by the KeyActionController instance(which will have picked an action at config time)
 CKeyActionControllerTriggered into action with a call to CarryOutAction
 COpenKeyActionSelects an object in the keyActionController and performs an action pregessively over a time period Open: Moves the object that was an obstical out of the way over a time period
 CRevealKeyAction
 CWalkthroughKeyAction
 NManagers
 NWaypointManagement
 CWaypointManagerTracks current waypoint and if using timed then time allowed to waypoint In addition if waypointTimeAdds is set to true the remaining waypoint time after one just completed is added to the available time to get to the next waypoint
 CWaypointSubscriberWaypointSubscriber is a unity object class used as the base class for Key The Key will be a waypoint and can have a set time get to the waypoint
 CGameManagerManager the overall game with a single instance GameManager Initialises the game on the start menu Manages the scene updates
 CGamePlayManagerCreates a single instance GamePlayManager controlling GameStatus
 CGameResetManagerResets the game after losing a life or running out of time with this singleton
 CGameStateManagerGame state manager controls the GamePhase and when running the current scene number and last level scene number before winning the overall game
 CGameStatusGamePlay tracks the progress of the players game, is it running, lives, gale level amd time remaining Its just a struct so any business logic must be handled by calling code
 CSoundManager
 CUIScoreManager
 NPlayer
 NGenerated
 CPlayerInputActions
 CIPlayerActions
 CPlayerActions
 CInputReaderUses the New Input 'Controls'(name you choose) which causes dot net generation of controls for the scenes OnMovement is generated to connect to the Movement action(in unity) Input Actions object The Controls.IPlayerActions is then an interface that this class implments and will be called when the action takes place
 COnScreenPlayerUpdatePlayer records input states and player action stage for update in PlayerMovement
 CPlayerInputState
 CUpdatePlayerForcesMoves the player by adding force in the required direction TODO: Remove the projection system in favour of a subscription model so if available it will react correctly The _mainCamera is needed to help direct the movement so its not confusing to the player, as it swings around to focus on the next waypoint. TODO: When we get to more than IOS, mobileMultiplier will need extending for other devices during test probably
 NTrajectoryObject
 CProjectionThis class creates a new scene as a copy of the current scene then it projects the player into the scene
 CTrajectoryLineManager
 NUtilities
 CCameraFollowGets the main Camera to follow the _cameraTarget at a specific distance. It also uses waypoints to determine how to follow the _cameraTarget in a direction that points to the next waypoint
 CGameObjectUtilitiesUsed to create a copy of an object and optionally remove the active scripts and leave just the physics
 CMoveOnAxisTODO: Just and idea at the moment. Apply a force to an object It would be either constant or triggered and expire either after a period of time or on an exit trigger Note: Now I cannot visualise what I was talking about but i'll leave it here and add a feature request
 CStartingTextScreenThis displays what is the starting scene and the restart scene It first checks the game managers have been initialized, this is really so the developer can start from any scene Then the scene is setup connecting listeners to onClick for the action buttons It displays an appropriate message based on the GamePlayManager information
 CWinningLevel
 CControls
 CIPlayerActions
 CPlayerActions
 CPrefabGameObject