2D Shooter Bullet and Weapon System for Unity 3.0.0
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CBenchmarkSetupMenu items to set up benchmarking in the Benchmarking scene
 CBloodSplatterPoolObject pool and centralized update for blood splatters
 CDoxygenConfig
 CDoxyRunnerThis class spawns and runs Doxygen in a separate thread, and could serve as an example of how to create plugins for unity that call a command line application and then get the data back into Unity safely
 CDoxyThreadSafeOutputThis class encapsulates the data output by Doxygen so it can be shared with Unity in a thread share way
 CEditor
 CWeaponSystemEditorCustom inspector / editor for the main WeaponSystem component script
 CEditorWindow
 CDoxygenWindow
 CIComponentData
 CBulletComponentECS component holding bullet movement and collision data
 CEnemyComponentECS component for DOTS enemies
 CISystem
 CBulletMovementSystemDOTS system that moves all active bullets
 CEnemyMovementSystemDOTS system that moves enemies and implements wandering for the demo enemies to wander around randomly
 CMonoBehaviour
 CAlienHullHitSimple demo scene script for flashing a sprite renderer red when hit
 CBenchmarkRunnerRuns a timed benchmark, records FPS, and writes results to a file
 CBloodSplatterFade
 CBulletThe main bullet component class for bullets used by the WeaponSystem component
 CCameraLerpToTransformCamera lerping script to get camera to smooth follow the player or other targets in demo scenes
 CDemoFollowScriptUsed to get objects in some demo scenes to follow other targets
 CDemoPlayerAnimations
 CDemoRandomPositionMoverBasic random point chooser component used in some demo scenes to move targets to random locations
 CDemoSceneManagerComponent that is used to manage and configure / display GUI for various demo scenes for the asset
 CDemoSliderText
 CDemoTurretHealthSimple health component to track health for turrets in turret demo scene
 CDemoTurretSceneUsed to configure simple demo turrets in the Turret weapon demo scene
 CDemoWeaponCyclerCycles through the WeaponSystem's weapon inventory every N seconds
 CDotsBulletLinkLinks a bullet GameObject to its DOTS entity
 CDotsBulletManagerManages DOTS bullet entity spawning and syncs entity positions to pooled GameObjects for rendering and physics
 CDotsEnemyManagerSpawns and manages DOTS enemies for the demo or benchmark scenes
 CEnemyLinkLinks a DOTS enemy GameObject to its entity
 CFPSCounter
 CGunPickupA sample demo script that shows a simple way of how to pick up guns/weapons using ScriptableObjects and add them to the main WeaponSystem weapon configurations
 CObjectPoolManagerMain pooling singleton script for bullet / object pool usage
 CParticleSystemAutoDestructSimple auto destruct component for effect GameObjects like sparks / blood that use particle systems that helps them to be used with the ObjectPoolManager
 CPlayerMovementVery basic, example player movement script for demo scenes
 CRotationScriptSimple rotation script used for demo scenes
 CSetRendererSortingLayerBasic component used to set particle renderer sorting layers (legacy) for demo scene usage
 CWeaponIconsUnityGui
 CWeaponSystemThe meat of the asset, the WeaponSystem component is used to hold weapon configurations, and bullet pattern setups as well as handling the logic for firing the bullets and setting bullet properties up based on the configuration
 CScriptableObject
 CWeaponSystemConfig
 CSystemBase
 CBulletCollisionSystemDOTS collision system using Physics2D.CircleCast
 CEnemyBumpSystemWhen enemies bump into each other, push them apart and turn away from each other
 CEnemySyncPositionsSystemSyncs enemy entity positions to GameObjects before EnemyBumpSystem, so OverlapCircleAll uses current positions and enemies don't pass through each other
 CWeaponSystemEditorListEditor component for custom editor GUI used for managing lists