DustProductions.Core Namespace |
Class | Description | |
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AudioSourceVolumeSetter |
Sets the volume of an AudioSource. Can be used with TransitionDefinitions to set over time.
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Cacheable |
Used to make it easier to cache off values in different classes in a standardized way.
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CacheableValueSetter |
A Cacheable version of a ValueSetter. Right now, all ValueSetters inherit from this class. This also gives a convenient non-generic entrypoint necessary to automatically add relevant setters to GameObjects
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CanvasGroupAlphaSetter |
Does the work of setting alpha values on CanvasGroups. For convenience, can also set the blocksRaycasts value when the transparency changes.
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CanvasGroupInteractableSetter |
Used to set the interactable variable on CanvasGroups, keeps track of what items want it to be interactible, and what items don't. If any objects do not want the CanvasGroup to be interactible, then it will not be.
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ColorValueSetter |
An abstract class that will allow you to get or set any Color using a transition. All you have to do is inherit from this, and implement the abstract class.
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CoroutineT |
A wrapper for Coroutines so it is easier to get information about them and control them at runtime
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CoroutineCancelledException |
Use to know when a coroutine was cancelled.
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CoroutineDisabledException |
Use to know when the object a coroutine is running on is disabled.
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CursorDefinition |
An asset to hold a cursor to use in game.
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CursorDefinitionCustomEditor |
Class that draws the custom icon for Cursor Definitions
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CursorManager |
Singleton used to manage adding and removing cursors at runtime.
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CurveInterpolater |
Class used to easily get the values of a n AnimationCurve depending on the time passed in
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DeveloperInformation |
Just a class to use to make it easy to update developer information.
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DiskUtilities |
Class used to modify items on the computer's harddrive. This class has ONLY been tested in Windows, and only used for editor utilities. Things in here will not likely work in a build on target devices.
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DontDestroyOnLoad |
Just a simple class to attach to gameobjects to make them persist through loads. Should only be placed on root objects in the scene.
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ExtensionMethods |
Class containing utilities to reduce boilerplate code. It's really just a random assortment of goodies.
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FlagsHelper |
Used to make it easier to work with bitmasks and enums by providing a frontend for checking if things are part of the mask or not
Source: https://stackoverflow.com/questions/3261451/using-a-bitmask-in-c-sharp
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FloatValueSetter |
An abstract class that will allow you to get or set any float using a transition. All you have to do is inherit from this, and implement the abstract class.
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GraphicColorSetter |
Use this whenever trying to set a Graphic's color, it will allow you to set using transitions and fancy things.
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HideFieldAttribute |
Allows hiding / disabling of fields without writing fancy custom editors.
Adapted from http://www.brechtos.com/hiding-or-disabling-inspector-properties-using-propertydrawers-within-unity-5/
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HideFieldPropertyDrawer |
Allows hiding / disabling of fields without writing fancy custom editors.
Adapted from http://www.brechtos.com/hiding-or-disabling-inspector-properties-using-propertydrawers-within-unity-5/
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Interpolate |
Interpolation utility functions: easing, bezier, and catmull-rom.
Consider using Unity's Animation curve editor and AnimationCurve class
before scripting the desired behaviour using this utility.
Interpolation functionality available at different levels of abstraction.
Low level access via individual easing functions (ex. EaseInOutCirc),
Bezier(), and CatmullRom(). High level access using sequence generators,
NewEase(), NewBezier(), and NewCatmullRom().
The low level functions work similarly to Unity's built in Lerp and it is
up to you to track and pass in elapsedTime and duration on every call. The
functions take this form (or the logical equivalent for Bezier() and CatmullRom()).
transform.position = ease(start, distance, elapsedTime, duration);
For convenience in configuration you can use the Ease(EaseType) function to
look up a concrete easing function
@author Fernando Zapata (fernando@cpudreams.com)
@Traduzione Andrea85cs (andrea85cs@dynematica.it)
Modified to be less insane by Dusty Hunsaker
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JobsUtilities |
Methods to make it easier to work with Unity's new Jobs system and Native types.
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LightColorSetter |
Use this whenever trying to set a Light's color, it will allow you to set using transitions and fancy things.
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LightIntensitySetter |
Sets the intensity of a Light. Can be used with TransitionDefinitions to set over time.
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Locker |
Class used to allow multiple objects to lock or unlock functionality of another item.
e.g. Make a button not interactible until a number of other objects say it's ok.
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MultiValueDictionaryTKey, TValue |
A dictionary that simplifies having multiple values for a key.
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OpenInFileBrowser |
Class used to easily open a folder of a file on Windows and Mac. Will likely only work in editor, not in a build.
License: Public Domain
Original Source: http://wiki.unity3d.com/index.php/OpenInFileBrowser
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QuickButtonAttribute |
Use this on a serialized field to quickly add a button to the inspector without having to write custom inspector code.
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QuickButtonPropertyDrawer |
Override the default property drawer to instead show a button that can run code in the class it's in.
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ReflectionUtilities |
Used to hold any miscellaneous utility methods for reflection.
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SerializableCursorDefinitionStack |
A serializable stack for CursorDefinitions
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SerializableStackT |
This is a "stack" that supports editor serialization.
It's really just a list with an API that looks like a stack.
It's comparably quick, for most cases it will be slightly faster to push to this than a stack, but slightly slower to pop than an actual stack.
NOTE: If you want to use this you need to define your own class and inherit from this, as Unity does not support serialization of generic types
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SerializableUnityObjectStack |
A serializable stack for any UnityEngine.Object
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SingletonT |
A class that creates an instance of an object if it doesn't exist, and ensures only one object of that type exists at a time
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StringDropdownPropertyDrawer |
PropertyDrawer for strings that can be used to select the string in a dropdown list (similar to enums)
Original by DYLAN ENGELMAN http://jupiterlighthousestudio.com/custom-inspectors-unity/
Altered by Brecht Lecluyse http://www.brechtos.com
Made more generic by working with any string array by Dusty Hunsaker
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TransformValueSetter |
Use this to modify a Transform’s position, rotation, and / or scale. With a RectTransform, you can also modify the anchors, pivot, and sizeDelta values.
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TransitionDefinition |
This is an asset used to create transitions that can be shared across various GameObjects.
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TransitionDefinitionCustomEditor |
Class that draws the custom icon for Transition Definitions
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ValueSetterT |
A ValueSetter for structs.
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Structure | Description | |
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TransformValues |
This is a data struct to easily cache off Transform values. Unfortunately it needs to exist because you can't have a Transform exist without creating a GameObject as well, and that's way too much overhead to do this frequently.
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Interface | Description | |
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IComponentAddedHandler |
Used to allow other Components to know a different Component was added to a GameObject.
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Delegate | Description | |
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InterpolateFunction |
An ease function delegate
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InterpolateFunctionDistance |
An ease distance function delegate
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InterpolateToVector3T |
Convert a type to Vector3
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Enumeration | Description | |
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CachePromptType |
When to cache a Cacheable object. These are offset by 10 so that anything that needs to go in between can do so without having a crazy int order.
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InterpolateEaseType |
Different methods of easing interpolation.
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TransitionDefinitionTransitionType |
The types of transition available to use. Interpolate uses math to transition, and custom uses animation curves
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