S.A.P.S V0.4.0
A virtual reality stealth action game
 
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 CCharacterCreatorCreates variation in character objects
 CCharacterCreatorDebugUse to test character creator
 CCharacterFeaturePackSO
 CCharacterModelThe visual representation of an NPCNote that there are multiple uses of DestroyImmediate, this is so character creator can work inside the editor when not in play mode
 CBodyMarginsMeasurements of the capsule mesh used to create the body
 CFeatureAn object that is on (or worn by) a character body
 CPlacementRangeSets the boundaries within which a feature's PlacementSetting is allowed to exist. Also includes default values
 CPlacementSettingangle in radians, clockwise, around the body.height fraction (from 0 to 1) between base of the body and the topmirroring when mirroring, a clone of the feature is placed at the inverted angleprotruding when protruding, the local Y direction will point directly away from the surface of the body (works great for hats)Note: mirroring and protruding do not mix!! (mirrored object does not protrude)
 CCoherencyBehaviour
 CCoherencyVignetteAllow coherency vignette to be controlled by other scripts
 CContractActivates the end platform when completed, or ends the game when player has failed
 CContractCardManager
 CContractInfoCardFloats in air until grabbed by player
 CCrowd
 CCrowdDebugClass CrowdDebug is used to test crowd behaviour from the editor
 CCrowdManagerClass CrowdManager is used to manage the spawning of crowds in the scene
 CCrowdPoint
 CCrowdPointAllocatorAllocates valid points for crowd type NPCs to find and take ownership over
 CCrowdSpawnerClass CrowdSpawner is used to spawn the NPCs randomly in a crowd
 CDamageParticles
 CDebugHurtboxDisplayDisplays the health value of a Hurtbox component on a canvas, as a child of the object attached to the hurtbox
 CEndGameMenu
 CFollowerA dummy NPC that follows commands given by a leader
 CHitboxCauses damage to a Hurtbox component when intersecting. Requires a trigger collider
 CHurtboxTakes damage from a Hitbox component when intersecting. Requires a trigger collider
 CLeaderA controller NPC that leads followers around in a group
 CLostGameDisplay
 CMainMenuManager
 CNavMeshGeneratorThis tool allows you to easily bake the navmesh
 CNPCDeathHandler
 CNPCPatherGenerates the path the NPCs take and handles cleanup of NPCs once finished
 CNPCSpawnerSpawns NPCs and sets the path they use to navigate the scene
 CPasserby
 CPauseBlockerBehaviour
 CPauseManagerManages the state of the game if its in pause or play mode
 CPauseMenuManagerManages the UI of the pause menu when its enabled
 CPlayerAttachedMenuA menu which is attached to the player, will snap back to the player if gets a certain distance away
 CPlayerDistanceSphereOptimizes certain gameObjects like NPCs based on the distance from the player
 CSceneLoader
 CScoreDisplayCalculates a score, then displays score out of 5 stars (10 half stars)
 CSingleton< T >A Generic singleton parent class which can be inherited from. Just keep in mind if you use Awake in the child class, you must call base.Awake() first (or after but probably first in most cases)
 CStartEndLevelPlatform
 CTarget
 CVisionBehaviour
 CWeaponManager
 CXRPushbackProvider