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FCV Engine 0.1
A tool and framework for tutorials in game development
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| ▼NUtility | |
| CEditorSceneUtility | A utility class for handling scene-related tasks in the Unity editor, such as adding scenes to the Build Settings |
| CAnimationEventHandler | |
| CCheckPoint | A checkpoint that will constantly check distance to player and if close enough add itself as latest CheckPointReached in CheckPointManager class |
| CCheckPointManager | |
| CCustom2DCollider | Custom collider component to make events from collider to be shown in inspector by using UnityEvents |
| CCustomAnimator | Custom animation component to base an animation on a percentile |
| CDamager | A component that uses OverlapCircle method in Physics2D to deal damage against objects with Health component and in assigned LayerMask |
| CDoor | Door logic to move an object to a certain position with built-in Animator support from Unity using keyFrameEvents |
| CFallDetectorScript | Controls what happens to a player if they fall below this object y position |
| CFloatAnimation | A component that can be added to any object to give it a floating animation in game |
| CFOVUtility | A utility class for handling Field of View (FOV) calculations and visualizations in Unity. Includes functions to check if a target is within the FOV and range, and to draw the FOV in the scene view |
| CGameManager | Controls common game logic |
| CHealth | Component that can be added to any object if it is supposed to be killed or destroyed |
| CHealthUI | Connects Health with UI, made it generalised so it can be used in multiple places and be connected with multiple amounts of UI Elements |
| CInventory | Component that holds all picked up items for player |
| CItem | Item component to make it accessible with the Inventory system |
| CItemDatabase | Scriptable object to hold all items assigned in editor to make ItemName property field to work properly Designed to make the string comparison easier |
| CItemDatabaseEditor | |
| CItemName | PropertyAttribute for items to make selecting a string for inventoryItem name only be one from the database |
| CJumpStrikeEliminator | Destroys the gameobject when an object in the layermask jumps on it |
| CKnockback | Component to add force to attached objects rigidbody2D for easier access |
| CLayerMaskUtility | A utility class for working with LayerMasks in Unity. Includes functions to check if a GameObject or a layer is part of a specified LayerMask |
| CMainMenuHandler | Handles the main menu operations, such as starting the game and quitting the application. It also manages adding scenes to the build settings for the editor |
| CMeleeWeapon | Component to build custom melee weapons with different swing options |
| CMovement | Component that controls the movement of an object with a RigidBody2D |
| CMovingPlatform | A component to make an object move between determined positions with different options for movement types and speeds |
| CMovingPlatformEditor | A custom editor for the Moving Platform class to give access to the player in-editor to customize points and visualize how moving platform will look along points |
| CParallaxEffect | Implements a parallax scrolling effect for backgrounds. Tracks the main camera's movement to shift the background layers at varying speeds, creating a depth illusion. Supports seamless scrolling by repositioning the background when it extends beyond its bounds |
| CPatrolEnemy | Handles enemy patrol behavior and player detection. The enemy patrols between designated points and reverses direction when reaching the end of its patrol route. Detects the player using a field of view (FOV) system and switches to chasing behavior when the player is within range. Includes seamless integration with platform-finding and tile-based patrol points |
| CPlatformFinder | Provides functionality to identify and manage walkable platform tiles in a tilemap. Implements a singleton pattern to ensure only one instance exists and offers methods for detecting platforms below a specific position, identifying the closest connected platform, and visualizing walkable areas |
| CPointLerp | A utility class to perform linear interpolation (lerping) between an array of Vector3 points |
| CPressureButton | Represents a pressure-sensitive button that activates when an object stands on it for a specified duration. Supports optional bounce-back functionality when the object leaves before full activation. Fires events when fully activated and during intermediate states for animations |
| CProjectile | Used by ranged weapon to make an object travel in direction and then invoke hit event once it collides with an object |
| CRangedWeapon | Component to build custom ranged weapon with all damage functionality in this class sent from Projectile class |
| CSceneCreatorEditor | Provides an editor window for creating new Unity scenes by duplicating a base scene. Allows users to specify the new scene name and base scene, checks for unsaved changes in the current scene, and adds the new scene to the build settings |
| CSceneSwitcher | Handles scene transitions in Unity. Provides functionality for switching scenes with optional persistence of a game object across scenes. Automatically validates and adds the target scene to build settings in the editor |
| CSwingAnimation | Struct for all animation data for melee weapon |
| CWeapon | Weapon base class to hold all information and basic functions for a weapon mechanic |
| CWeaponController | Controls what weapons are picked up, which ones are to be active and sends event accordingly |
| CWeaponSlotUI | Handles the individual weapon slot UI, including displaying weapon sprites, slot indices, and managing the border state |
| CWeaponUI | Manages the UI representation of weapon slots, including adding new slots, setting images, and handling weapon changes |