►NOpsive | |
►NUltimateCharacterController | |
►NCharacter | |
►NAbilities | |
CGreetQuestGiver | The GreetQuestGiver ability runs when a character is engaged in dialogue with a quest giver |
►NORKFramework | |
►NEvents | |
►NSteps | |
CControlSpawnerStep | ORK event to control a Quest Machine spawner |
CGenerateQuestStep | ORK event to generate a quest |
CGetQMQuestStateStep | ORK event to get a quest state |
CGetQuestCounterStep | ORK event to get a quest counter value |
CGetQuestCountStep | ORK event to get the number of quests held by a quest giver or player |
CGetQuestNodeStateStep | ORK event to get a quest node state |
CGiveQuestStep | ORK event to start dialogue with a quest giver and the player |
CSendToMessageSystemStep | ORK event to set a quest node state |
CSetHUDStep | ORK event to toggle the quest journal UI |
CSetJournalUIStep | ORK event to toggle the quest journal UI |
CSetQMQuestStateStep | ORK event to set a quest node state |
CSetQuestCounterStep | ORK event to start dialogue with a quest giver and the player |
CSetQuestNodeStateStep | ORK event to set a quest node state |
CShowQMAlertStep | ORK event to start dialogue with a quest giver and the player |
CStartDialogueStep | ORK event to start dialogue with a quest giver and the player |
►NPixelCrushers | |
►NQuestMachine | |
►NArticySupport | |
CArticyImportPrefs | This class manages articy import prefs |
CArticyImportWindow | Articy:draft import window |
CArticyQuestMachineScriptGenerator | |
CQuestMachineArticy | |
►CQuestMachineMessageToArticy | |
CMessageRecord | |
►NCorgiEngineSupport | |
CQuestGiverZone | Button activated zone that starts dialogue with the player |
CQuestMachinePauseCorgi | Pauses Corgi and/or disables player input when receiving a 'Pause Player' message from the quest journal or quest dialogue UI |
►NDemo | |
►CDemoInventory | Simple inventory script for the Quest Machine demo |
CSaveData | |
CSlot | |
CDemoItemCountQuestCondition | This example condition for the Demo scene checks the amount of an item in the DemoInventory |
CDemoMenu | Simple menu methods for the Quest Machine demo |
CDemoUpdateItemCounterQuestAction | This example action for the Demo scene updates a quest counter with the current amount of items in the player's inventory |
CFollowXY | Makes the GameObject follow another GameObject on the XY plane |
CPlayerController2D | Simple 2D player controller |
CSortByY | Sets a sprite's sortingOrder according to its Y position |
CTargetable | Add to a GameObject to make it targetable by PlayerController2D |
►NEmeraldAISupport | |
CEmeraldAIDamageQuestAction | Damages all Emerald AIs belonging to a specified faction |
CEmeraldAIEmoteQuestAction | Makes all Emerald AIs belonging to a specified faction play an emote animation and/or sound effect |
CEmeraldAIFollowQuestAction | Tells Emerald AIs of a specific faction to follow or stay |
CEmeraldAIKillQuestAction | Kills all Emerald AIs belonging to a specified faction |
CEmeraldAIQuestGiver | Use this in place of QuestGiver on an Emerald AI if you want it to stop its AI activity while the player is talking to it |
CEmeraldAISetBehaviorQuestAction | Set the behavior of Emerald AIs of a specific faction |
CEmeraldAISetConfidenceQuestAction | Set the confidence of Emerald AIs of a specific faction |
CEmeraldAISetDestinationQuestAction | Set the destination of Emerald AIs of a specific faction |
CEmeraldAISetFactionRelation | Set a faction's relation to another faction or the player |
CEmeraldAISetItemQuestAction | Enables or disables items of Emerald AIs of a specific faction |
CEmeraldAISetWanderQuestAction | Set the wander type of Emerald AIs of a specific faction |
CEmeraldAISetWeaponQuestAction | Enables or disables weapons of Emerald AIs of a specific faction |
CEmeraldAIUpdateTargetTagsQuestAction | Set the behavior of Emerald AIs of a specific faction |
CEmeraldSpawner | This Spawner subclass provides special handling for spawning Emerald AI entities because Emerald AI tries to manipulate the AI's NavMeshAgent in Awake(), before the AI has been moved into position |
CPauseEmeraldPlayerOnDialogue | Demo script that pauses the demo player during Quest Machine dialogue |
►NOpsiveUCCSupport | |
CAddUCCItemQuestAction | Adds or removes an Opsive UCC item |
CEnableCursorWhileActive | |
CQuestDialogueUIMonitor | Sends a message when the quest dialogue UI that this component is attached to has closed |
CQuestGiverInteractableTarget | A UCC Interactable target that calls the quest giver's StartDialogueWithPlayer method |
CQuestMachineUCCUtility | |
CSetUCCAttributeQuestAction | Adjusts an Opsive UCC attribute |
CUCCAttributeQuestCondition | Quest condition that becomes true when an Opsive UCC attribute meets a required value |
CUCCItemCountQuestCondition | Quest condition that becomes true when a character's inventory has a required value of an item |
►NORKSupport | |
CORKCombatantHasFactionSympathyQuestConditionEditor | |
CORKCombatantQuestAction | Base class for quest actions that act on a combatant |
CORKCombatantQuestActionEditor | |
CORKCombatantQuestCondition | Base class for quest conditions that check something on a combatant |
CORKCombatantQuestConditionEditor | |
CORKCurrencyQuestAction | Quest action that gives or takes currency from a combatant |
CORKCurrencyQuestActionEditor | |
CORKCurrencyRewardSystem | Gives currency to the ORK player equal to the point value of the quest |
CORKEventQuestAction | Quest action that starts an ORK event |
CORKEventQuestActionEditor | |
CORKEventsOnPausePlayer | Add this component to the player prefab to block player input when Quest Machine sends "Pause Player" and "Unpause Player" messages, such as when opening and closing the dialogue UI |
CORKExpRewardSystem | Gives EXP or another status value to the ORK player |
CORKFaction | Quest Machine faction wrapper that uses ORK faction sympathies |
CORKFactionEditor | |
CORKGiveExpQuestAction | Quest action that gives XP or another status value to a combatant |
CORKGiveExpQuestActionEditor | |
CORKHasCurrencyQuestCondition | Quest condition that checks a combatant's currency |
CORKHasCurrencyQuestConditionEditor | |
CORKHasFactionSympathyQuestCondition | Quest condition that checks a combatant's faction sympathy with another faction |
CORKHasItemQuestCondition | Quest condition that checks a combatant's inventory |
CORKHasItemQuestConditionEditor | |
CORKIconQuestContent | Icon UI content (image with optional count and caption) with an optional list of actions |
CORKIconQuestUIContentEditor | Custom inspector for IconQuestContent assets |
CORKInventoryCounterSynchronizer | Updates quest counters with ORK inventory counts |
CORKInventoryMonitor | This abstract class invokes a virtual method OnInventoryChanged when an ORK combatant's inventory changes |
CORKItemQuestAction | Quest action that gives or takes an item from a combatant |
CORKItemQuestActionEditor | |
CORKLevelQuestCondition | Quest condition that checks a combatant's level |
CORKLevelQuestConditionEditor | |
CORKQuestMachineSaveData | Add to Quest Machine Save System GameObject to save all Quest Machine data |
CORKSetVariableQuestAction | Quest action that sets an ORK variable |
CORKSetVariableQuestActionEditor | |
CORKUtility | Utility methods to interface Quest Machine with ORK Framework |
CORKVariableQuestCondition | Quest condition that checks an ORK variable value |
CORKVariableQuestConditionEditor | |
CQuestGiverForORK | This subclass of QuestGiver hooks into ORK's save system |
CQuestGiverForORKEditor | |
CQuestJournalForORK | This subclass of QuestJournal hooks into ORK's save system |
CQuestJournalForORKEditor | |
CQuestListContainerForORK | This subclass of QuestListContainer hooks into ORK's save system |
CQuestListEventsToORK | Forwards QuestListContainer events to ORK event interactions |
►NPlayMakerSupport | |
CControlSpawner | |
CGenerateQuest | |
CGetQuestCount | |
CGetQuestCounter | |
CGetQuestNodeState | |
CGetQuestState | |
CGiveQuest | |
CQuestListEventsToPlayMaker | Forwards QuestListContainer events to a PlayMaker FSM |
CSetHUD | |
CSetJournalUI | |
CSetQuestCounter | |
CSetQuestNodeState | |
CSetQuestState | |
CShowAlert | |
CStartDialogue | |
►NTopDownEngineSupport | |
CPauseTopDown | Pauses TopDown and/or disables player input when receiving a 'Pause Player' message from the quest journal or quest dialogue UI |
►NuMMORPGSupport | |
CQuestMachine_uMMORPG | |
CQuestMachine_uMMORPGUtils | Utility functions for Quest Machine / uMMORPG integration |
CuMMORPGExpRewardSystem | Grants uMMORPG exp to the player upon completing a generated quest |
CuMMORPGGoldRewardSystem | Grants uMMORPG gold to the player upon completing a generated quest |
►NuSurvivalSupport | |
CMessageOnCraft | Attach to player prefab |
CMessageOnDeath | Attach to a monster |
CQuestGiverInteractable | This uSurvival interactable runs a Dialogue System Trigger's OnUse() method when interacted with |
CQuestMachine_uSurvivalUtils | Utility functions for Quest Machine / uSurvival integration |
CuSurvivalQuestJournal | This subclass of QuestJournal is for the local player |
►NWrappers | |
CAction | |
CActivateGameObjectQuestAction | |
CAlertQuestAction | |
CAnimatorQuestAction | |
CArticyQuestAction | This wrapper retains script references in Quest assets when the underlying parent class script is re-generated |
CArticyQuestCondition | This wrapper retains script references in Quest assets when the underlying parent class script is re-generated |
CAudioClipQuestContent | |
CAudioQuestAction | |
CBodyTextQuestContent | |
CButtonQuestContent | |
CControlSpawnerQuestAction | |
CCounterQuestCondition | |
CDomainType | |
CDrive | |
CDriveAlignmentUrgencyFunction | |
CEntityType | |
CEntityTypeSaver | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CFaction | |
CFactionRequirementFunction | |
CFactionUrgencyFunction | |
CGiveQuestToQuesterQuestAction | |
CHeadingTextQuestContent | |
CIconQuestContent | |
CInstantiatePrefabQuestAction | |
CLiteralUrgencyFunction | |
CMessageQuestAction | |
CMessageQuestCondition | |
CMessageRewardSystem | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CParentQuestCondition | |
CPlayerEntityType | |
CQuest | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestAlertDisplayer | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestAssetMenuUtility | |
CQuestControl | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestDatabase | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestDomain | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestEntity | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestGeneratorEntity | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestGiver | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestIndicatorManager | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestIndicatorSaver | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestIndicatorUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestJournal | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestJournalButton | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestListContainer | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestListEvents | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestMachineConfiguration | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestMachineID | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestMachineSceneEvents | |
CQuestNodeStateQuestCondition | |
CQuestStateQuestCondition | |
CSceneEventQuestAction | |
CSetCounterValueQuestAction | |
CSetIndicatorQuestAction | |
CSetQuestNodeStateQuestAction | |
CSetQuestStateQuestAction | |
CSetTrackingQuestAction | |
CSpawnedEntity | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSpawner | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CThreatUrgencyFunction | |
CTimerQuestCondition | |
CUnityEventQuestAction | |
CUnityUIButtonListTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIButtonTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIContainerTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIFoldoutTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIIconListTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIIconTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIQuestAlertUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIQuestDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIQuestHUD | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIQuestJournalUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIQuestNameButtonTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUITextTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIToggleTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUrgencyFunction | |
CXPRewardSystem | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CAction | Actions are tasks that quest givers can ask questers to do to an entity |
CActionCompletion | Defines how to know when an action is completed |
CActionEditor | |
CActionEffect | Defines the expected change to the world model when an action is done |
CActionRequirement | Defines a precondition to doing an action |
CActionStateText | Action text for a quest node state |
CActionStateTextDrawer | |
CActionText | UI text for actions to use when creating quests |
CActivateGameObjectQuestAction | Activates a GameObject |
CActivateGameObjectQuestActionEditor | Custom inspector for ActivateGameObjectQuestAction assets |
CAddInventoryEngineItemQuestAction | Adds or removes items from an inventory |
CAddInventoryEngineItemQuestActionEditor | |
CAlertQuestAction | Sends a QuestAlert message with some UI content |
CAlertQuestActionEditor | Custom inspector for AlertQuestAction assets |
CAnimatorQuestAction | Controls an animator |
CAnimatorQuestActionEditor | Custom inspector for AnimatorQuestAction assets |
CArticyLocalizedQuestContent | This quest content type uses Articy localization to show localized text |
CArticyQuestAction | |
CArticyQuestCondition | |
CAssetInfo | |
CAssetInfoLists | Holds cached lists of quest assets for use by the Quest Generator editor window and individual quest asset editors |
CAudioClipQuestContent | AudioClip UI content |
CAudioQuestAction | Plays an audio clip |
CAudioQuestActionEditor | Custom inspector for AudioQuestAction assets |
CBasicUIContent | |
CBasicUIContentDrawer | Custom property drawer for BasicUIContent |
CBodyTextQuestContent | Body text UI content |
CButtonQuestContent | Button UI content that executes actions when clicked |
CButtonQuestUIContentEditor | Custom inspector for ButtonQuestContent assets |
CByteData | Serializable array of bytes |
CCategorizedQuestContentInspectorGUI | Editor GUI for a set of UI content lists (dialogue, journal, HUD, alert) which is typically part of a QuestStateInfo object |
CCompassProPOIQuestAction | |
CControlSpawnerQuestAction | Controls a spawner |
CCounterQuestCondition | Quest condition that becomes true when a counter reaches a specified value |
CCounterQuestConditionEditor | Custom inspector for CounterQuestCondition assets |
CDemoInputRegistration | This class helps Quest Machine's demo work with the New Input System |
CDomainSpecifier | This class provides a method of specifying a domain |
CDomainSpecifierDrawer | |
CDomainType | Domain types are the abstract definitions of domains, which are locations where entities exist |
CDomainTypeEditor | |
CDrive | Drives define quest givers' personalities, which in turn influence the quests they generate |
CDriveAlignmentUrgencyFunction | Urgency based on how well the observed entity's drives align with the observer's, where 0 is no alignment and 1 is perfect alignment |
CDriveEditor | |
CDriveValue | Associates a value with a drive |
CEntitySpecifier | This class provides a method of specifying an entity |
CEntitySpecifierDrawer | |
CEntityType | Entity types are abstract definitions of entities |
CEntityTypeEditor | |
►CEntityTypeSaver | Saves entity types' runtime-changeable values |
CData | |
CDriveValueData | |
CFact | A fact is a record in a world model, specifically a count of entities in a domain |
►CFaction | Factions define relationships between entities |
CRelationship | |
CFactionEditor | |
CFactionRequirementFunction | Requires that a faction have a specific affinity range to another faction |
CFactionRequirementFunctionEditor | |
CFactionUrgencyFunction | Returns the faction affinity |
CFactSpecifier | |
CGiveQuestToQuesterQuestAction | Gives a quest to a quester and activates it |
CHeadingTextQuestContent | Heading text UI content |
CHeadingTextQuestUIContentEditor | Custom inspector for HeadingTextQuestContent assets |
CIconQuestContent | Icon UI content (image with optional count and caption) with an optional list of actions |
CIconQuestUIContentEditor | Custom inspector for IconQuestContent assets |
CIdentifiableQuestListContainer | A quest list with an ID |
CInstantiatePrefabQuestAction | Instantiates a prefab |
CInstantiatePrefabQuestActionEditor | Custom inspector for InstantiatePrefabQuestAction assets |
CInventoryEngineHasItemsQuestCondition | Checks an inventory for a required quantity of an item |
CInventoryEngineHasItemsQuestConditionEditor | |
►CInventoryEngineRewardSystem | |
CRewardItem | |
CInventoryProCurrencyQuestAction | Adjusts currency |
CInventoryProCurrencyQuestCondition | Checks the amount of currency on a player |
CInventoryProGetItemAction | |
CInventoryProGetItemActionEditor | |
CInventoryProItemQuestAction | Adds or removes items |
CInventoryProItemQuestCondition | Checks if a player has an amount of an item |
CInventoryProItemQuestConditionEditor | Custom inspector for InventoryProItemQuestCondition assets |
CInventoryProPlanToQuestBuilder | |
CInventoryProQuestGeneratorEntity | This subclass of QuestGeneratorEntity assigns a InventoryProPlanToQuestBuilder, which is a subclass of PlanToQuestBuilder that handles collection of Inventory Pro items |
CInventoryProQuestMachineItem | Defines an item type that sends a message to the Message System and invokes an event when used |
CInventoryProRewardSystem | |
CInventoryProStatQuestAction | Adjusts a stat |
CInventoryProStatQuestCondition | Checks the value of a stat |
CInventoryProUtility | Utility functions for Inventory Pro support |
CInventoryProXPQuestAction | Adds experience to a stat |
CIProxySerializationCallbackReceiver | Add this interface to objects that are included in proxy serialization |
CIQuestAlertUI | Interface for quest alert UIs |
CIQuestAlertUIInspectorFieldAttribute | Inspector attribute for IQuestAlertUI fields |
CIQuestAlertUIInspectorFieldAttributeDrawer | Custom drawer that allows assignment of the C# interface IQuestAlertUI |
CIQuestDialogueUI | Interface for quest dialogue UIs |
CIQuestDialogueUIInspectorFieldAttribute | Inspector attribute for IQuestDialogueUI fields |
CIQuestDialogueUIInspectorFieldAttributeDrawer | Custom drawer that allows assignment of the C# interface IQuestDialogueUI |
CIQuestHUD | Interface for quest HUDs |
CIQuestHUDInspectorFieldAttribute | Inspector attribute for IQuestHUD fields |
CIQuestHUDInspectorFieldAttributeDrawer | Custom drawer that allows assignment of the C# interface IQuestHUD |
CIQuestJournalUI | Interface for quest journal UIs |
CIQuestJournalUIInspectorFieldAttribute | Inspector attribute for IQuestJournalUI fields |
CIQuestJournalUIInspectorFieldAttributeDrawer | Custom drawer that allows assignment of the C# interface IQuestJournalUI |
CIQuestMachineID | Interface for classes that have an id, displayName, and image such as QuestEntity, IdentifiableQuestListContainer, and QuestMachineID |
CIQuestTimer | Interface for classes that handle timer ticks |
CLinkQuestContent | Link UI content |
CLinkQuestContentEditor | Custom inspector for LinkQuestContent assets |
CLiteralUrgencyFunction | Returns a literal urgency value, not scaled by any factors |
CMessageQuestAction | Sends a message to the MessageSystem |
CMessageQuestActionEditor | Custom inspector for MessageQuestAction assets |
CMessageQuestCondition | Quest condition that becomes true on receipt of a message from the MessageSystem |
CMessageQuestConditionEditor | Custom inspector for MessageQuestCondition assets |
CMessageRewardSystem | This reward system sends a message with number of user-definable "things" |
CMessageValue | Specifies a value passed with a message and parameter |
CMessageValueDrawer | |
CMotive | A motive is text associated with a set of drive values |
CMotiveDrawer | |
CParentQuestCondition | Quest condition that becomes true when a specified number of parent nodes are true |
CParentQuestConditionEditor | Custom inspector for ParentQuestCondition assets |
CPlan | |
CPlanStep | |
CPlanToQuestBuilder | Class to build a quest from a plan created by a QuestGenerator |
CPlayerEntityType | This special entity type is essentially a singleton reserved for the player entity |
CQuest | Quest object |
CQuestAction | Abstract base class for quest actions, which are executed when quests or quest nodes become active |
CQuestActionListInspectorGUI | Editor GUI for a list of QuestAction objects, which is typically a part of a QuestStateInfo object |
CQuestActionProxy | |
CQuestActionProxyContainer | |
CQuestAlertDisplayer | Listens for quest alerts and displays them through a QuestAlertUI |
CQuestAssetModificationProcessor | Intercepts modifications to quest assets to update the cached lists in AssetInfoLists |
CQuestAudioSourceIdentifier | Specifies which audio source to use to play audio |
CQuestAudioSourceIdentifierDrawer | Custom property drawer for QuestAudioSourceIdentifier |
CQuestBuilder | Utility class for procedurally building quests |
►CQuestCanvasGUI | This class draws the GUI canvas for a Quest in the Quest Editor window |
CSwitchQuestData | |
CQuestCondition | Abstract base class for quest conditions |
CQuestConditionProxy | |
CQuestConditionSet | Manages a set of conditions, invoking a delegate when true |
CQuestConditionSetInspectorGUI | Editor GUI for a ConditionSet |
CQuestConditionSetProxy | |
CQuestContent | Abstract base class for UI content |
CQuestContentListInspectorGUI | |
CQuestContentProxy | |
CQuestContentSet | Contains a list of UI content elements |
►CQuestControl | Provides methods to control parts of a quest |
CConditionalEvent | |
CQuestCounter | Holds an integer that a quest can use to track a value |
CQuestCounterDrawer | Custom property drawer for QuestCounter |
CQuestCounterListInspectorGUI | Editor GUI for a list of QuestCounter objects |
CQuestCounterMessageEvent | Specifies how to modify a counter when it receives a message from the MessageSystem |
CQuestCounterMessageEventProxy | |
CQuestCounterProxy | |
CQuestDatabase | A ScriptableObject that holds a list of quest assets |
CQuestDatabaseEditor | Custom inspector for QuestDatabase |
CQuestDomain | The physical instance of a domain type in a scene |
CQuestEditor | Top level inspector for Quest objects |
CQuestEditorAssetUtility | Utility methods used by the custom editors to manage assets, namely to save a quest ScriptableObject and all of its sub-ScriptableObjects to an asset file |
CQuestEditorCounterWizard | Wizard that adds a counter and condition node |
CQuestEditorMessageWizard | Wizard that adds a message condition node |
►CQuestEditorPrefs | Quest editor preferences |
CData | |
CQuestEditorReturnWizard | Wizard that adds a return to quest giver node |
CQuestEditorStyles | GUI styles, images, etc., used by the custom editors |
CQuestEditorUtility | Utility methods used by the custom editors |
CQuestEditorWindow | Main Quest Editor window |
CQuestEditorWizard | Base class for wizards used by the Quest Editor window |
CQuestEntity | Physical instance of an entity type in a scene |
CQuestEntityUnityEvent | |
CQuestEvent | |
CQuestGenerator | Class to procedurally generate quests |
CQuestGeneratorActionListGUI | |
CQuestGeneratorAssetListGUI | |
CQuestGeneratorDomainListGUI | |
CQuestGeneratorDriveListGUI | |
CQuestGeneratorEditorWindow | |
CQuestGeneratorEditorWindowGUI | |
CQuestGeneratorEditorWindowToolbar | |
CQuestGeneratorEntity | A quest generator entity is an entity that can generate quests |
CQuestGeneratorEntityEditor | |
CQuestGeneratorEntityTypeListGUI | |
CQuestGeneratorFactionListGUI | |
CQuestGeneratorSettings | |
CQuestGeneratorUrgencyFunctionListGUI | |
CQuestGiver | A GameObject that can offer quests |
CQuestGiverEditor | Custom inspector for QuestGiver |
CQuestIndicatorManager | Manages quest indicators for an entity |
►CQuestIndicatorSaver | Saves the state of the QuestIndicatorManager on the same GameObject |
CData | |
CQuestsData | |
CQuestIndicatorStateRecordProxy | |
CQuestIndicatorUI | Manages the UI elements for each indicator state |
CQuestInspectorGUI | Performs the main GUI work for the custom Quest inspector, QuestEditor |
CQuestJournal | This subclass of QuestList provides facilities to show the list in a QuestJournalUI |
CQuestJournalButton | Since the player's quest journal and the quest journal UI may not be in the same scene at design time, use this component to show and hide the journal UI |
CQuestJournalEditor | Custom inspector for QuestJournal |
►CQuestListContainer | Maintains a list of quests on a GameObject |
CSaveData | |
CQuestListContainerEditor | Custom inspector for QuestListContainer |
CQuestListEvents | Exposes UnityEvents for QuestListContainer |
CQuestMachine | Quest Machine static manager class |
CQuestMachineConfiguration | Configuration information for Quest Machine |
CQuestMachineConfigurationDebugSettings | |
CQuestMachineID | Provides an ID to GameObjects that don't have a QuestEntity or IdentifiableQuestListContainer component |
CQuestMachineIDEditor | Custom inspector for QuestGiver |
►CQuestMachineMessageEvents | Provides a in-editor way to listen for messages and invoke events when they occur, and to send a message on demand, with awareness of Quest Machine IDs |
CMessageEvent | |
CMessageToSend | |
CQuestMachineMessageEventsEditor | |
CQuestMachineMessages | Quest Machine-specific messages used with the MessageSystem |
CQuestMachineSceneEvent | |
CQuestMachineSceneEvents | Holds scene-specific UnityEvents referenced by a dialogue database's dialogue entries |
CQuestMachineTags | Quest Machine-specific string constants (tags) and utility methods to replace tags with their runtime values |
CQuestMainInspectorGUI | Custom inspector GUI when the Quest itself (and not a QuestNode) is selected in the Quest Editor window |
CQuestNode | A quest node is a task or stage in a quest |
CQuestNodeEvent | |
CQuestNodeInspectorGUI | Custom inspector GUI when a QuestNode (and not the Quest itself) is selected in the Quest Editor window |
CQuestNodeOrderInspectorGUI | Draws the node reordering editor GUI for a Quest |
CQuestNodeProxy | |
CQuestNodeStateInfoInspectorGUI | Editor GUI for a QuestStateInfo object inside a QuestNode |
CQuestNodeStateQuestCondition | Quest condition that becomes true when another quest's node reaches a specified state |
CQuestNumber | References a literal value or quest counter value |
CQuestNumberDrawer | Custom property drawer for QuestNumber |
CQuestParticipantTextInfo | Holds text info about a quest partcipant without referencing the participant, to decouple QuestGiver/Quester from Quest |
CQuestProxy | Runtime-serializable proxy object for Quest |
CQuestReferenceEditorWindow | Utility window that lets the user copy tags and messages to the clipboard to make it easier to enter them in text fields in the Quest Editor |
CQuestStateInfo | Information about a specific quest state (Inactive, Active, etc.) |
CQuestStateInfoInspectorGUI | Inspector GUI for QuestStateInfo |
CQuestStateInfoProxy | |
CQuestStateQuestCondition | Quest condition that becomes true when another quest reaches a specified state |
CQuestStateSerializer | Utility to serialize the minimum data necessary for design-time quests |
CQuestSubasset | Abstract base class for quest subassets (ScriptableObjects) such as QuestCondition, QuestAction, and QuestContent |
CQuestSubassetEditor | Base abstract editor class for quest subassets |
CQuestTagsToTextTableWizard | |
CQuestTextToTextTableWizard | |
CQuestTimerManager | Central manager for all timers that implement the IQuestTimer interface |
CQuestTrackingPOI | Ties a POI to a quest |
CRequirementFunction | Abstract base ScriptableObject class for requirement functions |
CRewardSystem | Base reward system class |
CSceneEventQuestAction | Runs a UnityEvent pointing to GameObjects in a scene |
CSceneEventQuestActionEditor | Custom inspector for SceneEventQuestAction assets |
CServerSpawner | Mirror-enabled version of Spawner that does network-aware spawning from the server |
CServerSpawnerHelper | ServerSpawner automatically adds this helper |
CSetAllQuestNodeStatesQuestAction | Sets all quest node states |
CSetCounterValueQuestAction | Sets a counter value |
CSetCounterValueQuestActionEditor | Custom inspector for SetCounterValueQuestAction assets |
CSetDMMapIconQuestAction | Sets a DMMapIcon's appearance |
CSetIndicatorQuestAction | Sets a quest indicator |
CSetQuestNodeStateQuestAction | Sets a quest node state |
CSetQuestStateQuestAction | Sets a quest state |
CSetTrackingQuestAction | Tracks or untracks a quest in the HUD |
CSpawnedEntity | This helper component invokes a delegate method when disabled |
►CSpawner | Spawner |
CPositionInfo | |
CPrefabInfo | |
CTagDictionary | Maintains a dictionary of tags and their values |
CThreatUrgencyFunction | Urgency based on the affinity between two factions, scaled by the number of entities |
CTimerQuestCondition | Quest condition that becomes true after a specified duration |
CTimerQuestConditionEditor | Custom inspector for TimerQuestCondition assets |
CuMMORPGAddExpQuestAction | |
CuMMORPGAddGoldQuestAction | |
CuMMORPGAddItemQuestAction | |
CuMMORPGAddSkillExpQuestAction | |
CuMMORPGCanLearnSkillQuestCondition | |
CuMMORPGClassQuestCondition | |
CuMMORPGItemAmountQuestCondition | |
CuMMORPGItemAmountQuestConditionEditor | |
CuMMORPGLevelQuestCondition | |
CuMMORPGSetSkillLevelQuestAction | |
CuMMORPGSkillLevelQuestCondition | |
CUnityEventQuestAction | Invokes a UnityEvent |
CUnityUIBaseUI | Base functionality for Unity UI quest UIs |
CUnityUIButtonListTemplate | Unity UI holder for buttons |
CUnityUIButtonTemplate | Unity UI template for a button |
CUnityUIContainerTemplate | Unity UI holder for general UI content |
CUnityUIContentTemplate | Abstract base class for Unity UI content templates |
CUnityUIFoldoutTemplate | Unity UI template for foldouts |
CUnityUIIconListTemplate | Unity UI holder for icons |
CUnityUIIconTemplate | Unity UI template for an icon |
CUnityUIInstancedContentManager | Manages Unity UI content that has been instantiated from templates |
►CUnityUIQuestAlertUI | Unity UI implementation of QuestAlertUI |
CQueuedContent | |
CUnityUIQuestDialogueUI | Unity UI implementation of QuestDialogueUI |
CUnityUIQuestHUD | Unity UI implementation of Quest HUD |
CUnityUIQuestJournalUI | Unity UI implementation of Quest Journal UI |
CUnityUIQuestNameButtonTemplate | Unity UI template for a quest name button with a toggle for progress tracking |
CUnityUITextTemplate | Unity UI template for text |
CUnityUIToggleTemplate | Unity UI template for a toggle |
CUrgencyFunction | Base abstract class for urgency functions, which quest generators use to identify which entity is most urgent to generate a quest about |
CUrgentFactSelectionMode | Specifies the method to use to select the most urgent fact(s) |
CuSurvivalAddItemQuestAction | |
CuSurvivalGetItemQuestAction | |
CuSurvivalHasItemsQuestCondition | |
CuSurvivalHasItemsQuestConditionEditor | Custom inspector for uSurvivalHasItemsQuestCondition assets |
CuSurvivalModifyStatQuestAction | |
CuSurvivalPlanToQuestBuilder | |
CuSurvivalQuestGeneratorEntity | This subclass of QuestGeneratorEntity assigns a uSurvivalPlanToQuestBuilder, which is a subclass of PlanToQuestBuilder that handles uSurvival items |
CWelcomeWindow | This is the Quest Machine welcome window |
CWorldModel | A world model is a collection of facts that an observer believes to be true, representing the observer's knowledge of the current world state |
CXPRewardSystem | Sends a message "Add XP" with a value of XP equal to the reward points |
►NuSurvivalSupport | |
CPixelCrushersTargetedMessage | Base class to send Message System messages on a specific client |
CPlayerPixelCrushersData | Add to your player prefabs |
CuSurvivalSaveLoadPixelCrushers | Add to a GameObject such as Quest Machine |
►NWrappers | |
CActiveSaver | This wrapper for PixelCrushers.ActiveSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CAlwaysFaceCamera | This wrapper for PixelCrushers.AlwaysFaceCamera keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CAnimatorSaver | This wrapper for PixelCrushers.AnimatorSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CAutoSaveLoad | This wrapper for PixelCrushers.AutoSaveLoad keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CBinaryDataSerializer | This wrapper for PixelCrushers.BinaryDataSerializer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CCheckPhysics2D | This wrapper for PixelCrushers.CheckPhysics2D keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CCollisionEvent | This wrapper for PixelCrushers.CollisionEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDataSynchronizer | This wrapper for PixelCrushers.DataSynchronizer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDeselectPreviousOnPointerEnter | This script deselects the previous selectable when the pointer enters this one |
CDestructibleSaver | This wrapper for PixelCrushers.DestructibleSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDisappearEvent | This wrapper for PixelCrushers.DisappearEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDiskSavedGameDataStorer | This wrapper for PixelCrushers.DiskSavedGameDataStorer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDontDestroyGameObject | This wrapper for PixelCrushers.DontDestroyGameObject keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CEditorNote | This class holds a text note in the Unity editor |
CEnabledSaver | This wrapper for PixelCrushers.EnabledSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CEnableOnStart | This wrapper for PixelCrushers.EnableOnStart keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGlobalTextTable | This wrapper for PixelCrushers.LocalizeUIText keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CInputActionRegistry | Wrapper for InputActionRegistry to allow switching between precompiled DLL and loose scripts |
CInputDeviceManager | This script checks for joystick and keyboard input |
CInputDeviceMethods | Wrapper to retain references when switching between DLL and script |
CInstantiatePrefabs | This wrapper for PixelCrushers.InstantiatePrefabs keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CJsonDataSerializer | This wrapper for PixelCrushers.JsonDataSerializer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CKeepRectTransformOnscreen | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLoadingScreenProgressBar | This wrapper for PixelCrushers.LoadingScreenProgressBar keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLocalizedFonts | This wrapper for PixelCrushers.LocalizedFonts keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLocalizeUI | This wrapper for PixelCrushers.LocalizeUI keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLODManager | This wrapper for PixelCrushers.LODManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CMessageEvents | This wrapper for PixelCrushers.MessageEvents keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CMessageSystemLogger | This wrapper for PixelCrushers.MessageSystemLogger keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CMultiActiveSaver | This wrapper for PixelCrushers.MultiActiveSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CMultiEnabledSaver | This wrapper for PixelCrushers.MultiEnabledSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPlayerPrefsSavedGameDataStorer | This wrapper for PixelCrushers.PlayerPrefsSavedGameDataStorer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPositionSaver | This wrapper for PixelCrushers.PositionSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestMachineMessageEvents | This wrapper for QuestMachineMessageEvents keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSaveSystem | This wrapper for PixelCrushers.SaveSystem keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSaveSystemEvents | This wrapper for PixelCrushers.SaveSystemEvents keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSaveSystemMethods | This wrapper for PixelCrushers.SaveSystemMethods keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSaveSystemTestMenu | This wrapper for PixelCrushers.SaveSystemTestMenu keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CScenePortal | This wrapper for PixelCrushers.ScenePortal keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSetEventSystem | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSetLocalizedFont | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CShowCursorWhileEnabled | This wrapper for PixelCrushers.LocalizeUI keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSpawnedObject | This wrapper for PixelCrushers.SpawnedObject keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSpawnedObjectList | This wrapper for PixelCrushers.SpawnedObjectList keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSpawnedObjectManager | This wrapper for PixelCrushers.SpawnedObjectManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardSceneTransitionManager | This wrapper for PixelCrushers.StandardSceneTransitionManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStringAsset | This wrapper for PixelCrushers.StringAsset keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CTextTable | This wrapper for PixelCrushers.TextTable keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CTimedEvent | This wrapper for PixelCrushers.TimedEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CTriggerEvent | This wrapper for PixelCrushers.TriggerEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUIButtonKeyTrigger | This script adds a key or button trigger to a Unity UI Selectable |
CUILocalizationManager | This wrapper for PixelCrushers.UILocalizationManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUIPanel | Manages a UI panel |
CUIScrollbarEnabler | Enables a scrollbar only if the content is larger than the scroll rect |
CUITextColor | This script provides methods to change a Text element's color |
►CActiveSaver | Saves the active/inactive state of a GameObject |
CData | |
CAlwaysFaceCamera | Always keeps the GameObject facing the main camera |
►CAnimatorSaver | Saves an animator's state |
CData | |
CLayerData | |
CTriggerData | |
CAssetUtility | |
CAutoSaveLoad | Auto-saves when the game closes and auto-loads when the game opens |
CBinaryDataSerializer | Implementation of DataSerializer that uses BinaryFormatter |
CCheckInputManagerSettings | This script runs when Unity starts or reloads assemblies after compilation |
CCheckPhysics2D | Checks if the scripting symbol USE_PHYSICS2D is defined |
CCollisionEvent | Invokes events on collision enter and exit |
CComponentUtility | Utility functions for working with components |
CCoroutineUtility | Utility functions for working with coroutines |
CCSVUtility | |
CCursorControl | Methods to hide and show the cursor |
CDataSerializer | Abstract base class for serializers that serialize objects to strings and deserialize strings back into objects |
CDataSynchronizer | Uses the MessageSystem to keep data synchronized between a source and a listener |
CDeselectPreviousOnPointerEnter | This script deselects the previous selectable when the pointer enters this one |
►CDestructibleSaver | Saves when a GameObject has been destroyed or disabled |
CDestructibleData | |
CDictionaryExtensions | Extension methods for generic dictionaries |
CDisappearEvent | Invokes an event when the component is disabled or destroyed |
►CDiskSavedGameDataStorer | Implements SavedGameDataStorer using local disk files |
CSavedGameInfo | |
CDiskSavedGameDataStorerEditor | |
CDontDestroyGameObject | Marks the GameObject as DontDestroyOnLoad |
CEditorGUIZoomArea | |
►CEnabledSaver | Saves the enabled/disabled state of a component |
CData | |
CEnableOnStart | Enables a component when the scene starts |
CEnablePhysics2DMenuItem | |
CEncodingTypeTools | |
CEncryptionUtility | |
CGameObjectUnityEvent | |
CGameObjectUtility | Utility functions for working with GameObjects |
CGameTime | This is a wrapper around Unity's Time class that allows you to specify a mode: UnityStandard (Time.time), Realtime (Time.realtimeSinceStartup), or Manual (you set the time values each frame) |
CGlobalTextTable | Maintains a reference to a global TextTable that other scripts can use |
CHelpBoxAttribute | Attribute to draw a help box |
CHelpBoxAttributeDrawer | |
CIEventSystemUser | Allows classes to have a reference to an EventSystem |
CIMessageHandler | Interface for MessageSystem message handlers |
CInputActionRegistry | Registers Input System actions with the Pixel Crushers Input Device Manager |
CInputDeviceManager | This script checks for joystick and keyboard input |
►CInputDeviceManagerEditor | |
CInputAxis | |
CInputDeviceMethods | This script provides methods to control InputDeviceManager that you can hook up in scripts where the InputDeviceManager instance isn't accessible at design time |
CInstantiatePrefabs | Instantiates prefabs on Awake |
CIntUnityEvent | |
CJsonDataSerializer | Implementation of DataSerializer that uses JsonUtility |
CKeepRectTransformOnscreen | Keeps a RectTransform's bounds in view of the main camera |
CListExtensions | Extension methods for generic lists |
CLoadingScreenProgressBar | Manages a loading screen progress bar |
►CLocalizedFonts | Specifies fonts to use for different languages |
CFontForLanguage | |
CLocalizeUI | |
►CLODManager | Implements a Level of Detail (LOD) system according to distance from the player |
CLOD | |
CMessageArgs | This struct is passed to listeners of the MessageSystem when a message is sent |
CMessageArgsEvent | |
►CMessageEvents | Provides a in-editor way to listen for messages and invoke events when they occur, and to send a message on demand |
CMessageEvent | |
CMessageToSend | |
CMessageEventsEditor | |
►CMessageSystem | General purpose message system |
CListenerInfo | |
CMessageSystemLogger | |
CMoreEditorGuiUtility | |
CMoreEditorUtility | |
CMoreGizmos | Provides more drawing routines for gizmos |
CMorePhysics2D | Provides more routines for Physics2D |
►CMultiActiveSaver | Saves the active/inactive state of a list of GameObjects |
CData | |
►CMultiEnabledSaver | Saves the enabled/disabled state of a list of components |
CData | |
CObjectUnityEvent | |
CPlayerPrefsSavedGameDataStorer | Implements SavedGameDataStorer using PlayerPrefs |
CPlayerPrefsSavedGameDataStorerEditor | |
CPool | This generic class implements an object pool |
►CPositionSaver | Saves a GameObject's position |
CMultiscenePositionData | |
CPositionData | |
CScenePositionData | |
CQuaternionSerializationSurrogate | Adds .NET serialization support for Quaternion |
CRectExtensions | |
CRuntimeTypeUtility | Utility methods to work with types |
CSafeConvert | Conversion methods that return default values instead of throwing exceptions |
►CSavedGameData | Holds the data for a saved game |
CSaveRecord | Holds the data returned by a Saver along with the Saver's key and the index of the scene that the Saver was in |
CSavedGameDataStorer | Abstract base class for "storage providers" that store saved game data somewhere, such as PlayerPrefs or a disk file |
CSaver | Abstract base class for a "saver", which is a component that contributes to saved game data |
CSaverEditor | |
CSaveSystem | This is the main Save System class |
CSaveSystemEditorUtility | Utility menu items for the Save System |
CSaveSystemEvents | Provides Save System UnityEvents |
CSaveSystemMethods | Provides inspector-selectable methods to control SaveSystem |
CSaveSystemTestMenu | Simple menu for testing the Save System |
CSceneNotifier | Service to notify subscribers when a scene is being unloaded |
CScenePortal | Changes scenes, either by calling UsePortal() or OnTriggerEnter |
CSceneTransitionManager | |
CScriptableObjectUtility | Utility functions for creating ScriptableObjects |
CSetEventSystem | Sets EventSystem to use for self and all children that implement IEventSystemUser interface |
CSetLocalizedFont | Sets a Text or TextMeshProUGUI component's font according to the current language and the settings in a LocalizedFonts asset |
CShowCursorWhileEnabled | Shows the cursor when this component is enabled |
CSpawnedObject | A spawned object or spawnable prefab |
CSpawnedObjectList | Holds a list of references to SpawnedObject prefabs |
►CSpawnedObjectManager | Manages spawned objects for a scene |
CSpawnedObjectData | |
CSpawnedObjectDataList | |
►CStandardSceneTransitionManager | This implementation of SceneTransitionManager plays optional outro and intro animations, and optionally loads a loading scene |
CTransitionInfo | |
CStringAsset | A StringAsset is a ScriptableObject that encapsulates a string |
CStringField | A StringField is an object that can refer to a string, StringAsset, or field in a TextTable |
CStringFieldDrawer | |
CStringFieldTextAreaAttribute | Attribute to draw a StringField's text value as a multi-line text area |
CStringFieldTextAreaAttributeDrawer | |
CStringUnityEvent | |
CTagMask | A list of tags |
►CTagMaskDrawer | |
CMenuItemTagInfo | |
CTagMaskEvent | |
►CTextTable | A TextTable is a 2D table of languages and fields |
CFieldKeyValuePair | |
CLanguageKeyValuePair | |
CTextTableEditor | |
►CTextTableEditorWindow | Custom editor window for TextTable |
CSearchBarSettings | |
CTextTableField | A field in a TextTable |
►CTextTableMassExportImportWindow | Custom editor window for mass exporting text tables to CSV |
CPrefs | |
CTimedEvent | Invokes an event after a specified duration |
CTimedEventEditor | |
CTriggerEvent | Invokes events on trigger enter and exit |
CTypeUtility | |
CUIAnimatorMonitor | Invokes a callback method when an animator has entered and then exited a specified trigger state |
CUIButtonKeyTrigger | This script adds a key or button trigger to a Unity UI Selectable |
CUIDropdownField | A UIDropdownField can refer to a UI.Dropdown or TMPro.TMP_Dropdown |
CUIDropdownFieldDrawer | |
CUIInputField | A UIInputField can refer to a UI.Text or TMPro.TextMeshProUGUI |
CUILocalizationManager | Manages localization settings |
CUILocalizationManagerEditor | |
CUIPanel | Manages a UI panel |
CUIScrollbarEnabler | Enables a scrollbar only if the content is larger than the scroll rect |
CUITextColor | This script provides methods to change a Text element's color |
CUITextField | A UITextField can refer to a UI.Text, TMPro.TextMeshProUGUI, or SuperTextMesh |
CUITextFieldDrawer | |
CUIUtility | |
CVector3SerializationSurrogate | Adds .NET serialization support for Vector3 |