Classes | |
class | AutoDisableTimeout |
Disables gameObject after timeout and then removes this component More... | |
class | 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. More... | |
class | 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. More... | |
class | CommonDefinitionData |
Some commonly used definition data More... | |
class | DataAsset |
plyGame definitions. More... | |
class | InputDefAsset |
The input definitions. More... | |
class | GameGlobal |
The plyGame Global Object More... | |
class | InputBind |
InputBind More... | |
class | InputDefinition |
InputDefinition More... | |
class | plyInput |
plyGame Input manager More... | |
class | 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. More... | |
interface | 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. More... | |
class | PersistableObject |
This component is added to any GameObject that should be saved or restored via the LoadSave System. More... | |
class | ActorAttributesAsset |
Contains the defined Actor Attributes. More... | |
class | ActorClassesAsset |
The defined Actor Classes. More... | |
class | ItemsAsset |
Contains the defined Items. More... | |
class | LootAsset |
Contains the loot tables. More... | |
class | MarkersAsset |
Contains a list of the defined markers that where detected. More... | |
class | PlayerSelectorsAsset |
Selectors used by player. More... | |
class | SkillsAsset |
All defined Skills. More... | |
class | Actor |
All plyGame characters must have the Actor component. It contains the definitions and general info on the character. More... | |
class | ActorAttribute |
The Actor Attribute defines a property an actor may have. Attributes are linked to Actors via the Actor Class assigned to an Actor. More... | |
class | ActorAttributeData |
Data related to an Actor Attribute. More... | |
class | ActorClass |
All actors must have an Actor Class. The actor class links the actor with its attributes. More... | |
class | AnimationControlBase |
Base class for all Animation Controllers More... | |
class | LegacyAnimClipDef |
Animation definition used in Legacy animation controller More... | |
class | LegacyAnimControl |
The Legacy Animation controller decides when to play the character's idle and movement related animations. More... | |
class | LegacyAnimGroup |
Animation group used in Legacy animation controller More... | |
class | LegacyAnimMoveDef |
A movement definition, used in Legacy Animation controller More... | |
class | CharacterControllerBase |
The base class for all plyGame related character controllers. More... | |
class | ActorFaction |
work-in-progress More... | |
class | 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. More... | |
class | NPCController |
The Default NPC Controller and AI More... | |
class | NPCMoveBase |
This is the base class for the NPC movement controllers. All movement controllers should derive from this. More... | |
class | Player |
Shortcut to some common player related object references More... | |
class | 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. More... | |
class | PlayerManagerCharacterData |
Contains the info for a character that can be created by the player manager. More... | |
class | 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 More... | |
class | 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. More... | |
class | SkillProjectile |
The projectiles created by a Skill. The projectile will trigger Events in the Skill's Blox as needed. More... | |
class | 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. More... | |
class | Item |
Items are things that characters can pick up and use More... | |
class | 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 More... | |
class | 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. More... | |
class | Targetable |
base class for Targetable objects like character, item and object More... | |
class | ItemType |
An Item Type. More... | |
class | FactionVarList |
Variables used in Faction variable lists. More... | |
Enumerations | |
enum | UIAnchor { UpperLeft = 0, UpperCenter = 1, UpperRight = 2, MiddleLeft = 3, MiddleCenter = 4, MiddleRight = 5, LowerLeft = 6, LowerCenter = 7, LowerRight = 8 } |
enum | UIScale { None = 0, ScaleAndCrop = 1, ScaleToFit = 2, StretchBoth = 3, StretchWidth = 4, StretchHeight = 5 } |
enum | UIElementType { None, Label, Image, Movie, Button, Edit, Toggle, Box } |
enum | UITextAlign { Left = 0, Center = 1, Right = 2 } |
enum | plyGameObjectIdentifyingType { plyGameObjectIdentifyingType.ident, plyGameObjectIdentifyingType.screenName, plyGameObjectIdentifyingType.shortName, plyGameObjectIdentifyingType.meta } |
Type used to identify plyGame related objects. More... | |
enum | StatusTowardsOther { StatusTowardsOther.Friendly = 0, StatusTowardsOther.Neutral = 1, StatusTowardsOther.Hostile = 2 } |
Status towards other, used by NPC or Factions to determine their status towards each other and the player. More... | |
Type used to identify plyGame related objects.
Enumerator | |
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ident |
identify object by its ident |
screenName |
identify object by its Screen Name |
shortName |
identify object by its Short Name |
meta |
identify object by its meta data |