FCV Engine 0.1
A tool and framework for tutorials in game development
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CCheckPointManager
 CEditor
 CMovingPlatformEditorA 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
 CEditorSceneUtilityA utility class for handling scene-related tasks in the Unity editor, such as adding scenes to the Build Settings
 CEditorWindow
 CItemDatabaseEditor
 CSceneCreatorEditorProvides 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
 CFOVUtilityA 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
 CLayerMaskUtilityA utility class for working with LayerMasks in Unity. Includes functions to check if a GameObject or a layer is part of a specified LayerMask
 CMonoBehaviour
 CAnimationEventHandler
 CCheckPointA checkpoint that will constantly check distance to player and if close enough add itself as latest CheckPointReached in CheckPointManager class
 CCustom2DColliderCustom collider component to make events from collider to be shown in inspector by using UnityEvents
 CCustomAnimatorCustom animation component to base an animation on a percentile
 CDamagerA component that uses OverlapCircle method in Physics2D to deal damage against objects with Health component and in assigned LayerMask
 CDoorDoor logic to move an object to a certain position with built-in Animator support from Unity using keyFrameEvents
 CFallDetectorScriptControls what happens to a player if they fall below this object y position
 CFloatAnimationA component that can be added to any object to give it a floating animation in game
 CGameManagerControls common game logic
 CHealthComponent that can be added to any object if it is supposed to be killed or destroyed
 CHealthUIConnects Health with UI, made it generalised so it can be used in multiple places and be connected with multiple amounts of UI Elements
 CInventoryComponent that holds all picked up items for player
 CItemItem component to make it accessible with the Inventory system
 CJumpStrikeEliminatorDestroys the gameobject when an object in the layermask jumps on it
 CKnockbackComponent to add force to attached objects rigidbody2D for easier access
 CMainMenuHandlerHandles 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
 CMovementComponent that controls the movement of an object with a RigidBody2D
 CMovingPlatformA component to make an object move between determined positions with different options for movement types and speeds
 CParallaxEffectImplements 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
 CPatrolEnemyHandles 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
 CPlatformFinderProvides 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
 CPressureButtonRepresents 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
 CProjectileUsed by ranged weapon to make an object travel in direction and then invoke hit event once it collides with an object
 CSceneSwitcherHandles 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
 CWeaponWeapon base class to hold all information and basic functions for a weapon mechanic
 CMeleeWeaponComponent to build custom melee weapons with different swing options
 CRangedWeaponComponent to build custom ranged weapon with all damage functionality in this class sent from Projectile class
 CWeaponControllerControls what weapons are picked up, which ones are to be active and sends event accordingly
 CWeaponSlotUIHandles the individual weapon slot UI, including displaying weapon sprites, slot indices, and managing the border state
 CWeaponUIManages the UI representation of weapon slots, including adding new slots, setting images, and handling weapon changes
 CPointLerpA utility class to perform linear interpolation (lerping) between an array of Vector3 points
 CPropertyAttribute
 CItemNamePropertyAttribute for items to make selecting a string for inventoryItem name only be one from the database
 CScriptableObject
 CItemDatabaseScriptable object to hold all items assigned in editor to make ItemName property field to work properly Designed to make the string comparison easier
 CSwingAnimationStruct for all animation data for melee weapon