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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
oCplyGame.ActorAttributeThe Actor Attribute defines a property an actor may have. Attributes are linked to Actors via the Actor Class assigned to an Actor.
oCplyGame.ActorAttributeDataData related to an Actor Attribute.
oCplyGame.ActorAttributesAssetContains the defined Actor Attributes.
oCplyGame.ActorClassAll actors must have an Actor Class. The actor class links the actor with its attributes.
oCplyGame.ActorClassesAssetThe defined Actor Classes.
oCplyGame.ActorFactionwork-in-progress
oCplyGame.ActorFactionManagerManages 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.
oCplyGame.AnimationControlBaseBase class for all Animation Controllers
oCplyGame.AutoDisableTimeoutDisables gameObject after timeout and then removes this component
oCplyGameEditor.ChildEditorAttributeAttribute for child editor's of the plyGame Main Editor Window.
oCplyGameEditor.ChildEditorBaseBase class for child editor windows used in the plyGame editor windows like the Main Editor widow. Also see, ChildEditorAttribute
oCplyGame.CommonDefinitionDataSome commonly used definition data
oCplyGame.DataAssetplyGame definitions.
oCDiaQ.DiaQuestManagerProvide access to Quest Data
oCplyGameEditor.EdGlobalThe plyGame Editor Global.
oCplyGameEditor.EdMenuOptionAttributeAttribute for editors that want to appear in the Markers Editor's menu.
oCplyCommonEditor.EdToolbarThe plyGame Toolbar. See EdGlobal.AddToolbarButtons() to learn how buttons are added to the toolbar.
oCplyCommonEditor.FontAwesome.FAProvides access to the Font Awesome icons. http://fontawesome.io/icons/
oCplyGame.FactionVarListVariables used in Faction variable lists.
oCplyGame.FallToFloorThis 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.
oCplyGame.GameGlobalThe plyGame Global Object
oCplyGame.InputBindInputBind
oCplyGame.InputDefAssetThe input definitions.
oCplyGameEditor.InputDefinerBase class for Input Definers. An input definer is called when the Reset is called in plyGame Input Manager settings to define inputs.
oCplyGame.InputDefinitionInputDefinition
oCplyCommon.IntScaleSimple int based width and height.
oCplyGame.IPersistableAn 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
oCplyGame.ItemsAssetContains the defined Items.
oCplyGame.ItemTypeAn Item Type.
oCplyGame.GameGlobal.LayerMappingLayers used in plyGame
oCplyGame.LegacyAnimClipDefAnimation definition used in Legacy animation controller
oCplyGame.LegacyAnimGroupAnimation group used in Legacy animation controller
oCplyGame.LegacyAnimMoveDefA movement definition, used in Legacy Animation controller
oCplyGameEditor.LoadSaveProviderAttributeAttribute for load save provider editor, used when defining the editor, derived from LoadSaveProviderEdBase, of the LoadSave provider.
oCplyGame.LoadSaveProviderBaseBase 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
oCplyGameEditor.LoadSaveProviderEdBaseBase 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
oCplyGame.LootAssetContains the loot tables.
oCplyGame.MarkersAssetContains a list of the defined markers that where detected.
oCplyGame.NPCMoveBaseThis is the base class for the NPC movement controllers. All movement controllers should derive from this.
oCplyGame.ObjectDestroyerHandlerThis 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.
oCplyGame.PersistableObjectThis component is added to any GameObject that should be saved or restored via the LoadSave System.
oCplyGame.PlayerShortcut to some common player related object references
oCplyGame.PlayerManagerThe 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
oCplyGame.PlayerManagerCharacterDataContains the info for a character that can be created by the player manager.
oCplyGame.PlayerSelectorsAssetSelectors used by player.
oCplyBloxKit.plyBlockA 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.
oCplyBloxKit.plyBlockAttributeAttribute for Block definitions.
oCplyBloxKit.plyBlockFieldAttributeAttribute for Block Field definitions.
oCplyBloxKitEditor.plyBlockFieldHandlerA 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.
oCplyBloxKit.plyBloxA 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.
oCplyCommon.plyConditionA class that can compare values/ variables
oCplyCommon.plyCurveA 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.
oCplyCommon.plyDataObjectRetrieve 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.
oCplyCommonEditor.plyDataObjectEditorCustom Editor for plyDataObject
oCplyCommonEditor.plyDataProviderInfoThis is the editor side of the Data Provider. This class gets created when it is needed by the data provider editor.
oCplyCommon.plyDataProviderInterfaceThose 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
oCplyCommonEditor.plyEdGUIEditor GUI class with lots of useful functions and the custom styling used with all tools I develop.
oCplyCommonEditor.plyEdUtilContain some helper functions for when working with Unity editor related scripts.
oCplyBloxKit.plyEventBase 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.
oCplyBloxKit.plyEventAttributeAttribute for Event definitions.
oCplyBloxKit.plyEventHandlerBase 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.
oCplyBloxKit.plyEventTriggerThis class carry info on an Event that can be triggered and the possible params to send.
oCplyCommon.plyExtensionsVarious extensions.
oCplyGameEditor.plyGamePluginInfoContain info on a plyGame plugin
oCplyCommonEditor.plyGraphEditorRenders a graph editor
oCplyCommon.plyGraphManagerContains the graphs that can be executed at runtime and the functions to interact with the graphs.
oCplyCommon.plyInlineValueA 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.
oCplyGame.plyInputplyGame Input manager
oCplyCommonEditor.plyListSelectWizShows a window with a list of items that can be selected from.
oCplyCommon.plyMetaDataA class that can hold a value from a variety of types
oCplyCommon.plyMetaDataInterfaceClasses that makes use of metaData can implement this interface to make it easier for other systems to gain access to the metaData entries.
oCplyCommonEditor.plyNodeEdAttributeAttribute for plyNode definitions.
oCplyCommonEditor.plyNodeEditorBaseThe base class for all node editors
oCplyBloxKitEditor.plyPropertyHandlerAttributeAttribute for custom field handler (plyBlockFieldHandler).
oCplyCommon.plySerializedDataA 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]
oCplyBloxKit.plyStateplyBlox 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.
oCplyCommonEditor.plyTextInputWizA window with label and input field.
oCplyCommon.plyUtilUtility class.
oCplyBloxKit.plyVarA 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
oCplyGame.SimpleCustomizerThis component makes it easier to manipulate the used material, colour and the enabled objects of a parent object. Useful for simple character customization
oCplyGame.SkillA 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.
oCplyGame.SkillProjectileThe projectiles created by a Skill. The projectile will trigger Events in the Skill's Blox as needed.
oCplyGame.SkillsAssetAll defined Skills.
oCplyGame.GameGlobal.TagTags used in plyGame
oCplyGame.Targetablebase class for Targetable objects like character, item and object
oCplyCommonEditor.EdToolbar.ToolbarButtonA plyGame Toolbar Button.
\CplyCommon.UniqueIDA Serializable unique identifier.