CCharacterModel.BodyMargins | Measurements of the capsule mesh used to create the body |
CCharacterModel | The 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 |
▼CEditorWindow | |
CCharacterCreatorDebug | Use to test character creator |
CCrowdDebug | Class CrowdDebug is used to test crowd behaviour from the editor |
CNavMeshGenerator | This tool allows you to easily bake the navmesh |
CCharacterModel.Feature | An object that is on (or worn by) a character body |
▼CLocomotionProvider | |
CXRPushbackProvider | |
▼CMonoBehaviour | |
CCharacterCreator | Creates variation in character objects |
CCoherencyVignette | Allow coherency vignette to be controlled by other scripts |
CContractCardManager | |
CContractInfoCard | Floats in air until grabbed by player |
CCrowdManager | Class CrowdManager is used to manage the spawning of crowds in the scene |
CCrowdPoint | |
CCrowdPointAllocator | Allocates valid points for crowd type NPCs to find and take ownership over |
CCrowdSpawner | Class CrowdSpawner is used to spawn the NPCs randomly in a crowd |
CDamageParticles | |
CDebugHurtboxDisplay | Displays the health value of a Hurtbox component on a canvas, as a child of the object attached to the hurtbox |
CHitbox | Causes damage to a Hurtbox component when intersecting. Requires a trigger collider |
CHurtbox | Takes damage from a Hitbox component when intersecting. Requires a trigger collider |
CLostGameDisplay | |
▼CMainMenuManager | |
CEndGameMenu | |
CNPCDeathHandler | |
▼CNPCPather | Generates the path the NPCs take and handles cleanup of NPCs once finished |
▼CCrowd | |
CLeader | A controller NPC that leads followers around in a group |
CTarget | |
CFollower | A dummy NPC that follows commands given by a leader |
CPasserby | |
CPauseBlockerBehaviour | |
CPauseMenuManager | Manages the UI of the pause menu when its enabled |
CPlayerAttachedMenu | A menu which is attached to the player, will snap back to the player if gets a certain distance away |
CPlayerDistanceSphere | Optimizes certain gameObjects like NPCs based on the distance from the player |
CSceneLoader | |
CScoreDisplay | Calculates 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) |
CCoherencyBehaviour | |
CContract | Activates the end platform when completed, or ends the game when player has failed |
CNPCSpawner | Spawns NPCs and sets the path they use to navigate the scene |
CPauseManager | Manages the state of the game if its in pause or play mode |
CStartEndLevelPlatform | |
CVisionBehaviour | |
CWeaponManager | |
CCharacterModel.Feature.PlacementRange | Sets the boundaries within which a feature's PlacementSetting is allowed to exist. Also includes default values |
CCharacterModel.Feature.PlacementSetting | angle 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) |
▼CScriptableObject | |
CCharacterFeaturePackSO | |