DiaQ | |
DiaQEngine | DiaQ runtime provide the interface with the graph manager |
DiaQuest | A DiaQ Quest |
DiaQuestCondition | A DiaQ Quest Condition to complete. You should use the functions in DiaQuest and not interact with the condition directly, except when you want to interact with the metaData. If you change value here directly the quest might not pick up on the state change of the condition and not be able to update whether the quest is completed |
DiaQuestManager | Provide access to Quest Data |
DiaQuestReward | A DiaQ Quest Reward for quest completion. You should use the functions in DiaQuest and not interact with the reward directly, except when you want to interact with the metaData. |
DiaQNode_Dlg | A dialogue/ conversation node. Shows text and wait for an option to be chosen. Use plyGraphManager.SendDataToNode(a_number_strating_at_0) to send a response to this node when it is waiting. So, the first response is (0), the seconds response is (1), the 3rd (2), etc. |
DiaQNode_QAccept | Accept a quest |
DiaQNode_QReward | Give quest rewards by running the reward givers. Not of use when reward keyStrings are used. |
DiaQNode_QStatus | Branch depending on status of quest |
DiaQEditor | |
plyBloxKit | |
plyBlockAttribute | Attribute for Block definitions. |
plyBlockFieldAttribute | Attribute for Block Field definitions. |
plyEventAttribute | Attribute for Event definitions. |
Bool_Value | A block that creates and can return a Boolean value. |
Color_Value | A block that creates and can return a Color value. |
Component_Value | A block that creates and can return a UnityEngine.Component value. |
Float_Value | A block that creates and can return a Float value. |
Int_Value | A block that creates and can return an Integer value. |
plyBlox_Value | A block that creates and can return a reference to a plyBlox object. |
plyValue_Block | This is the base class for Value or Variable type blocks. |
plyVar_Value | A block that creates and can return a plyVar value. Reference to a plyBlox Variable. |
Rect_Value | A block that creates and can return a Rect value. |
SpaceEnum_Value | A block that creates and can return a UnityEngine.Space value. |
String_Value | A block that creates and can return a String value. |
SystemObject_Value | A block that creates and can return a System.Object value. |
UnityObject_Value | A block that creates and can return a UnityEngine.Object value. |
Vector2_Value | A block that creates and can return a Vector2 value. |
Vector3_Value | A block that creates and can return a Vector3 value. |
plyEventTrigger | This class carry info on an Event that can be triggered and the possible params to send. |
plyBlock | A plyBlock is the most basic of blocks and base class of other block types. A Block is something that is inserted into an Event and is what is executed when the Event is triggered. Have a look at plyBlockAttribute to learn more about the attribute (def.meta data) you need to include for any Block being defined. Also see plyBlockFieldAttribute for Block fields (public variables) that you define. |
plyBlox | A plyBlox object is the main worker in the plyBlox Visual Scripting kit. It contains all the States, Events and Blocks that gives behaviour to an object. |
plyBloxGlobal | THe plyBlox System's Global object, containing Global Variables and Blox system settings. |
plyEvent | Base class for all Event definitions. An Event is part of A plyBlox' State and execute blocks when triggered. How the Event is triggered depends on what kind of Event it is. Have a look at plyEventAttribute to learn more about the Attribute (def.meta data) you need to include for any Event you define. |
plyEventHandler | Base class for all Event handlers. When defining new Events you also need to define a handler, or handlers, for those events. The Event.HandlerType override is used to specify that this Handler can handle that specific Event. Handlers can obviously handle more than one Event type and is recommended where possible. Since a handler is simply a MonoBehaviour, or Component, it will be added to the GameObject that has an Event, in its plyBlox, that needs to be handled. So you can assume that anything that works in a Behavior will work in the Event Handler, like Update, OnTriggerEnter, etc. |
plyState | plyBlox can be in one of several states. The designer will use the plyBlox Editor to add States to a blox object. Each state can have several Events that can be triggered. Events execute Blocks when triggered. You should to normally have to deal with this class directly. |
plyVar | A plyBlox variable. plyBlox has 3 types of variables. Global, which is accessible from anywhere via plyBloxGlobal and belongs to the game project. Local, which belongs to a Blox object. Temporary, which is only valid within an Event and that Event only |
plyBloxKitEditor | |
plyBlockFieldHandler | A field handler is needed when you created custom types to use as fields in blocks. The handler will know how to make a copy of the field type and how to render it in the editor. |
plyPropertyHandlerAttribute | Attribute for custom field handler (plyBlockFieldHandler). |
plyCommon | |
plyDataObject | Retrieve and present values at run-time. Has own fields that user uses to specify where data comes from. Can also be used as a way to specify callback. |
plyDataProviderInterface | Those classes able to provide plyDataObject with data must implement this interface It can also be used where a general callback is needed and the data set/ get might be ignored by a system |
plyInlineValue | A value that can be inserted into text at run-time. For example "Hello {Name}" would be used to insert the value from an inline value called "name" into the string via the ProcessText() function. |
plyGraph | A graph is a container for connected/ linked nodes |
plyGraphManager | Contains the graphs that can be executed at runtime and the functions to interact with the graphs. |
plyNode | Base class for nodes of the Graph and Nodes system. Nodes as linked entities that exist in a graph. |
plyNode_Cond | Does a true/ false check and call the appropriate next node |
plyNode_Dbg | Writes debug message to Unity console |
plyNode_Msg | Sends a message to a GameObject |
plyNode_SetVar | Sets a DiaQ variable |
plyNode_Start | The start node |
plyNode_Wait | Wait for a number of seconds and then moves on to the linked node, if any |
IntScale | Simple int based width and height. |
plyCondition | A class that can compare values/ variables |
plyCurve | A curve or 2D graph represented by an array of values. The array index represents the horizontal (X) and the value of each represents the vertical (Y) of the graph. |
plyExtensions | Various extensions. |
plyMetaData | A class that can hold a value from a variety of types |
plyMetaDataInterface | Classes that makes use of metaData can implement this interface to make it easier for other systems to gain access to the metaData entries. |
plySerializedData | A custom serialised data class that can Serialise/ Deserialize lists of objects. It can only serialise public fields. It will ignore fields marked as [System.NonSerialized] |
plyUtil | Utility class. |
UniqueID | A Serializable unique identifier. |
plyCommonEditor | |
FontAwesome | |
FA | Provides access to the Font Awesome icons. http://fontawesome.io/icons/ |
plyDataObjectEditor | Custom Editor for plyDataObject |
plyDataProviderInfo | This is the editor side of the Data Provider. This class gets created when it is needed by the data provider editor. |
EdToolbar | The plyGame Toolbar. See EdGlobal.AddToolbarButtons() to learn how buttons are added to the toolbar. |
ToolbarButton | A plyGame Toolbar Button. |
plyGraphEditor | Renders a graph editor |
plyNodeEdAttribute | Attribute for plyNode definitions. |
plyNodeEditorBase | The base class for all node editors |
plyEdGUI | Editor GUI class with lots of useful functions and the custom styling used with all tools I develop. |
plyEdUtil | Contain some helper functions for when working with Unity editor related scripts. |
plyListSelectWiz | Shows a window with a list of items that can be selected from. |
plyTextInputWiz | A window with label and input field. |
plyGame | |
AutoDisableTimeout | Disables gameObject after timeout and then removes this component |
FallToFloor | This will make an object fall to the floor. You need to instantiate the Item in the air then attach this component. The Item will then be dropped to the floor but at an arc from the start position. The object should have a collider. This component will remove itself when done. |
ObjectDestroyerHandler | This class handles destroying an object. There are various ways in which it can happen like first sinking the object below the terrain before removing. This class is used by behaviours as needed. |
CommonDefinitionData | Some commonly used definition data |
DataAsset | plyGame definitions. |
InputDefAsset | The input definitions. |
GameGlobal | The plyGame Global Object |
LayerMapping | Layers used in plyGame |
Tag | Tags used in plyGame |
InputBind | InputBind |
InputDefinition | InputDefinition |
plyInput | plyGame Input manager |
LoadSaveProviderBase | Base class for LoadSave Providers. The provider will be asked by plyGame to save or load keys with data associated to them. The provider will be instantiated under the Game Global GameObject parent |
IPersistable | An interface for all components that might be handled by the LoadSave System. The PersistenceProvider component looks for components that implements this interface when deciding what to call to save or load |
PersistableObject | This component is added to any GameObject that should be saved or restored via the LoadSave System. |
ActorAttributesAsset | Contains the defined Actor Attributes. |
ActorClassesAsset | The defined Actor Classes. |
ItemsAsset | Contains the defined Items. |
LootAsset | Contains the loot tables. |
MarkersAsset | Contains a list of the defined markers that where detected. |
PlayerSelectorsAsset | Selectors used by player. |
SkillsAsset | All defined Skills. |
Actor | All plyGame characters must have the Actor component. It contains the definitions and general info on the character. |
ActorAttribute | The Actor Attribute defines a property an actor may have. Attributes are linked to Actors via the Actor Class assigned to an Actor. |
ActorAttributeData | Data related to an Actor Attribute. |
ActorClass | All actors must have an Actor Class. The actor class links the actor with its attributes. |
AnimationControlBase | Base class for all Animation Controllers |
LegacyAnimClipDef | Animation definition used in Legacy animation controller |
LegacyAnimControl | The Legacy Animation controller decides when to play the character's idle and movement related animations. |
LegacyAnimGroup | Animation group used in Legacy animation controller |
LegacyAnimMoveDef | A movement definition, used in Legacy Animation controller |
CharacterControllerBase | The base class for all plyGame related character controllers. |
ActorFaction | work-in-progress |
ActorFactionManager | Manages and contains a list of all the Factions. Factions should not be added at runtime. and must all be defined in the plyGame Main Editor. This manager will automatically interact with the SaveLoad System to save and restore the relevant data of factions. |
NPCController | The Default NPC Controller and AI |
NPCMoveBase | This is the base class for the NPC movement controllers. All movement controllers should derive from this. |
Player | Shortcut to some common player related object references |
PlayerBaseController | Player character controller base class. You can choose to either derive from this or CharacterControllerbase. This class contain some useful helpers that you would have to re- implement if deriving a player controller from CharacterControllerbase. |
PlayerManagerCharacterData | Contains the info for a character that can be created by the player manager. |
PlayerManager | The player manager is an optional system that can be used when you do not want to manually take care of player character loading and management |
Skill | A Skill, something an Actor can perform. This can be a lot of things and can range from attack skills like the swing of a sword or a fireball to the use of a pick to mind for some ore. The plyBlox system does most of the work when events related to the Skill is triggered. |
SkillProjectile | The projectiles created by a Skill. The projectile will trigger Events in the Skill's Blox as needed. |
EquipmentSlots | Items are things that characters can pick up and use. Some can also be 'equipped' and this class handles that for the object it is on. |
Item | Items are things that characters can pick up and use |
ItemBag | Items are things that characters can pick up and use. They can be held in this "bag". The Bag component can be placed on characters that should be able to carry items. Bags work with either weight or slots (or no limit) as configured in ItemsAsset.storageMethod |
SimpleCustomizer | This component makes it easier to manipulate the used material, colour and the enabled objects of a parent object. Useful for simple character customization |
Targetable | base class for Targetable objects like character, item and object |
ItemType | An Item Type. |
FactionVarList | Variables used in Faction variable lists. |
plyGameEditor | |
ChildEditorAttribute | Attribute for child editor's of the plyGame Main Editor Window. |
ChildEditorBase | Base class for child editor windows used in the plyGame editor windows like the Main Editor widow. Also see, ChildEditorAttribute |
EdMenuOptionAttribute | Attribute for editors that want to appear in the Markers Editor's menu. |
LoadSaveProviderAttribute | Attribute for load save provider editor, used when defining the editor, derived from LoadSaveProviderEdBase, of the LoadSave provider. |
LoadSaveProviderEdBase | Base class for LoadSave Provider's editor. All LoadSave Providers should have an Editor class defined too, even if it will not render any custom options |
InputDefiner | Base class for Input Definers. An input definer is called when the Reset is called in plyGame Input Manager settings to define inputs. |
EdGlobal | The plyGame Editor Global. |
plyGamePluginInfo | Contain info on a plyGame plugin |