FCV Engine
0.1
A tool and framework for tutorials in game development
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Here is a list of all documented class members with links to the class documentation for each member:
- a -
AddHealth() :
Health
AddItem() :
ItemDatabase
AddSceneToBuildSettings() :
EditorSceneUtility
AddWeapon() :
WeaponController
AddWeaponSlot() :
WeaponUI
AnimateOffset() :
PressureButton
ApplyForce() :
Knockback
Awake() :
PlatformFinder
- c -
CanFire() :
Weapon
CanJump() :
Movement
CheckAndCreateScene() :
SceneCreatorEditor
CheckForInput() :
WeaponController
CheckInputs() :
Movement
CheckItems() :
Custom2DCollider
CheckPlatformInDirection() :
PlatformFinder
CheckPointReached() :
CheckPointManager
ClearItems() :
ItemDatabase
CloseDoor() :
Door
CollisionChecks() :
Damager
CopyAndMakeNewScene() :
SceneCreatorEditor
CreatePreviewObject() :
MovingPlatformEditor
CreateScene() :
SceneCreatorEditor
- d -
DealDamage() :
Damager
,
Weapon
DestroyPreviewObject() :
MovingPlatformEditor
- e -
Equip() :
MeleeWeapon
,
Weapon
- f -
Fire() :
MeleeWeapon
,
RangedWeapon
,
Weapon
FireAnimationEvent() :
AnimationEventHandler
FireEvent() :
Custom2DCollider
FixedUpdate() :
Damager
Flip() :
Movement
FloatAnimationLogic() :
FloatAnimation
- g -
GetAllItemNames() :
ItemDatabase
GetClosestPlatform() :
PlatformFinder
GetName() :
ItemDatabase
GetNextIndex() :
MovingPlatform
GetPlatformBelow() :
PlatformFinder
GravityScaling() :
Movement
- h -
HasItem() :
Inventory
,
ItemDatabase
- i -
Init() :
SceneCreatorEditor
InventoryItems :
Inventory
IsInLayerMask() :
LayerMaskUtility
IsWithinFOV() :
FOVUtility
IsWithinFOVAndRange() :
FOVUtility
ItemName() :
ItemName
- j -
Jump() :
Movement
- l -
LateUpdate() :
Damager
LerpPoints() :
PointLerp
- m -
MakePositionAndLineHandles() :
MovingPlatformEditor
MethodSubscribed() :
WeaponUI
ModifyHealth() :
Health
MoveDoor() :
Door
- o -
OnCollisionEnter2D() :
JumpStrikeEliminator
OnDisable() :
HealthUI
OnDrawGizmos() :
PlatformFinder
OnGUI() :
ItemDatabaseEditor
OnHealthChanged() :
HealthUI
OnTriggerEnter2D() :
Item
,
PressureButton
,
Projectile
OnTriggerExit2D() :
PressureButton
OnTriggerStay2D() :
PressureButton
OnValidate() :
Item
OpenDoor() :
Door
- p -
PatrolMovement() :
PatrolEnemy
PercentileAnimation() :
CustomAnimator
PlaceAtCheckPoint() :
CheckPointManager
PlayModeStateChanged() :
MovingPlatformEditor
- q -
QuitGame() :
MainMenuHandler
- r -
RemoveHealth() :
Health
ResetScene() :
GameManager
Run() :
Movement
- s -
scenePath :
MainMenuHandler
SelectionChanged() :
MovingPlatformEditor
SetActiveWeapon() :
WeaponController
SetAnimation() :
Movement
SetAttackCooldown() :
Damager
SetBorderActiveState() :
WeaponSlotUI
SetImage() :
WeaponSlotUI
SetNextTarget() :
MovingPlatform
SetSlotIndex() :
WeaponSlotUI
SetupEventsAutomatically() :
WeaponUI
Start() :
CheckPoint
,
FloatAnimation
StartDoorOpeningAnimation() :
Door
StartGame() :
MainMenuHandler
StartTransition() :
SceneSwitcher
StopAnimation() :
FloatAnimation
Swing() :
MeleeWeapon
- t -
TryAddItem() :
Inventory
TryRemoveItem() :
Inventory
- u -
UnEquip() :
MeleeWeapon
,
Weapon
Update() :
CheckPoint
,
FallDetectorScript
,
MovingPlatform
,
ParallaxEffect
,
PressureButton
,
Projectile
,
RangedWeapon
,
Weapon
,
WeaponController
UpdateName() :
ItemDatabase
UpdatePatrolPoints() :
PatrolEnemy
- w -
WeaponChanged() :
WeaponUI
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1.12.0