CAIBall | Pong ball that moves without gravity across the screen |
CAIPlayer | Paddle that will automatically follow the AIBall on the side of the screen |
CAITriggerMovement | Physics trigger to tell the AIPlayer that the AIBall is getting close and the player should follow the ball again |
CAudioManager | Plays sound effects based on game events emitted through the EventManager |
CAudioMapping | Used to configure events and sound effects in the editor for the AudioManager |
CAudioSelector | Abstract class used to play sound effects |
CAutoStateInformation | State data used to configure the AutoStateMachine |
CAutoStateMachine | StateMachine that when the current state is finished it will automatically transition to the next registered state |
CBackgroundMusic | |
CBackgroundMusicMixer | Manages the different types of background tracks that are being played |
CBallColorWaveManager | Both the wall and the shield have a shader where if a bullet hits, the color of the bullet is absorbed into the shader. This class manages the colors being absorbed by those materials |
CBallLightInformation | Data given to the BallColorWaveManager when the color should splash through an object |
CBloom | Applies the bloom shader to the camera. The bloom effect is split into 3 shaders. 1) Find the brightest objects on the screen and render them. 2) Blur the above rendered image 3) Add the blurred, bright image to the camera |
CBounceLightEmitter | When colliding with an object it checks to see if that object has the BallColorWaveManager attached and tells it to start splashing the color |
CBoundriesCreator | Creates all game objects needed to start the game |
CCameraFadeInAndOut | Makes the screen go black to allow for a fade in and out transition |
CCameraFadeOutParameters | Parameters to give to listeners of the camera fade out event |
CCameraShake | Event based effect to shake the camera to make impacts look more intense |
CCameraShakeParameters | Parameters to give listeners of the camera shake event |
CChangeTimeParameters | Parameters to give listeners of the time change event |
CCommonDelegates | Collection of delegate definitions that are used throughout the code base |
CContinuousPressInputChecker | InputChecker that will call the trigger every frame the key is pressed |
CCoopAbstractActionPatternProvider | Parent class used to craete action patterns to be used by Schmitty Doop |
CCoopActionInformation | Data class given to Schmitty Doop to do the action. Any time Schmitty Doop moves or attacks, the CoopActionInformation tells Schmitty Doop what to do |
CCoopActionItem | Data container that holds an action type to the editor information |
CCoopActionPatternCreator | The class used in the ActionPatternEditor to allow for Editor Scripts to take affect |
CCoopActionPatternCreatorInspector | Custom inspector for creating SchmittyDoop attack patterns |
CCoopActionPatternMappings | Data container that holds which data types map to serialization information. This data is used in the custom inspector to show all the necesary information |
CCoopActionPatternProbability | Data class used by the CoopActionPatternProvider to add weight to specific patterns so they show up more often. This is not actually used in the final game |
CCoopActionPatternProvider | Uses a list of CoopActionPatternProbability to create a prioritized list of actions to be selected from when Schmitty Doop needs a new pattern to perform. This is not used in the final game, but is hanging around because it was used initially |
CCoopActionRuntimeInformation | Data container that holds action names with the prefab to instantiate the action |
CCoopActionRuntimeInformationHolder | Data container that holds the action type to the information needed to instantiate the action |
CCoopAlphaChangeInformation | Data object used to change the alpha of Schmitty Doop |
CCoopArrayActionPattern | Provide Schmitty Doop with actions based on an array. This is the primary way Schmitty Doop gets attack information |
CCoopAttackInformation | Data used to give Schmitty Doop when it should fire bullets |
CCoopBadBall | All bullets fired from Schmitty Doop |
CCoopBadSingleLinePattern | Action to fire a cluster of bullets one after the other |
CCoopBadSlowDownBurst | As one could possible guess by the name, this action pattern will shoot several balls in a circle. Each ball will have a movement speed that will always be decreasing |
CCoopBall | Parent level class for bullets that fly through the game |
CCoopBallAttackInformation | Data class used to give Schmitty Doop the information needed to fire bullets |
CCoopBallCollector | Area of the screen used to catch CoopBalls that did not hit a player and should be put back in the object pooler for future use |
CCoopBallHitParticle | Particle system to spawn when a ball is destroyed |
CCoopBallManager | A class full of helper methods for spawning balls from Schmitty Doop |
CCoopBallMovement | Parent level class to control how a ball/bullet moves in the game scene |
CCoopBallSplitter | The CoopBallSplitter is a ball that moves for a set amount of time, once that time is met the ball will split into several other balls |
CCoopBallSplitterAttackInformation | Data used to give to Schmitty Doop when it should fire ball splitter bullets |
CCoopBallSplitterPattern | Pattern that shoots balls that will then split into other balls |
CCoopBaseActionPattern | The parent class for a collection of actions Schmitty Doop should perform |
CCoopBaseLaserAttackPattern | Pattern that fires lasers out of Schmitty Doop's ears |
CCoopBoomerang | Power up that, as you would guess by the name, fires out of the player and then returns before any more charge can be collected |
CCoopBoomerangAnimator | Class to control the size of the boomerang as it gets thrown |
CCoopBoomerangController | CoopPlayerPowerUp implementation to shoot the CoopBoomerang |
CCoopBoomerangTrigger | Handles object collision with the boomerang. If the boomerang hits the other player, notify the boomerang object it has hit a player. If the boomerang hits Schmitty Doop, notifiy the boomerang that the Schmitty Doop is inside the boomerang |
▶CCoopCannons | Belong to the homing missile power up. The cannons will shoot homing missiles that go after Schmitty Doop |
CCannonFireInfo | Data class used to provide information about a cannon |
CCoopChargeCollector | Collider used to determine if a player has successfully dodged a bullet fired by Schmitty Doop |
CCoopConstantSpeed | Moves the bullets at a constant speed that will never change |
CCoopDecreaseSpeed | Movement pattern that will make the ball slow down and eventually go backwards |
CCoopFlashSpriteRenderer | Used by SchmittyDoop to change the colors of each component when it gets hit by a player |
CCoopGoodBall | A ball that if it hits a player will not cause damage to thme but instead charge their power up meter |
CCoopGoodBallFirstAttack | Pattern used by SchmittyDoop to fire bullets that will charge the player's power up meter |
CCoopHealPlayerParameters | Parameters to give to listeners of the heal players event |
CCoopHealthBackPowerUp | Power up to heal the player |
CCoopHomingMissile | The bullet that will find SchmittyDoop with the FindGameObjectWithTag method and go after him |
CCoopHomingMissileController | Implementation of the CoopPlayerPowerUp that spawns the homing missile cannons and fires the homing missiles as the power up |
CCoopIncreaseSpeed | Movement pattern that starts at a speed and then continously increases the speed |
CCoopIncrementalMoveInformation | Data used to give to Schmitty Doop to make it move as an offset of it's current position |
CCoopLaserAttack | Attack laser fired by Schmitty Doop. It is a long rectangle shape thing that comes out of Schmitty Doop's ear |
CCoopLaserAttackInformation | Data used to give to Schmitty Doop to make lasers come out of its ears |
CCoopLaserHitParticle | Play the particle system specific for the player laser when it raycast hits an object. This class doesn't need to exist and should be replaced with CoopBallHitParticle |
CCoopMiniBall | A type of good ball that should charge a player's power up if it hits a player and should damage Schmitty Doop when hit |
CCoopMiniCannons | The mini cannons are two cannons that shoot good balls out of the center of the player. The two cannons are fired at the same time |
CCoopMiniShooterController | Power up controller used to spawn and manage the CoopMiniCannons |
CCoopMovementInformation | Data class for the type of movement Schmitty Doop can move. It can teleport, move contiuously, make the alpha go down, or make the alpha go up |
CCoopMusicChangeParameters | Parameters to give to listenerrs of the change music event |
▶CCoopObjectPooler | Class used to hold and dish out allocated objects |
CIObjectPoolerItem | Any object that implements this interface can be pooled in the object pooler |
CCoopPatternCreatorProvider | Provides next action pattern to SchmittyDoop in the ActionPatternEditor scene |
CCoopPlayer | The core logic for anything related to the player. This class ended up being a bit too large, so chances are it does basically anything related to the player |
CCoopPlayerAnimatorController | Listens for specific events about a player and delegates the tasks to the animatorDeltates |
CCoopPlayerAnimatorDelegate | Parent class of all animations for the player. All implementations of this class will have the methods triggerd by CoopPlayerAnimatorController |
CCoopPlayerChargeParameters | Parameters to give to listeners of the player power up charge increase event |
CCoopPlayerColorAnimatorDelegate | Animation delegate used to change the color of the player |
CCoopPlayerDeadParameters | Parameters to give to listeners of the player death event |
CCoopPlayerGoodHitParameters | Parameters to give to listeners of the event emitted when a player gets hit by a good ball |
CCoopPlayerHitParameters | Parameters to give to listeners of the event emitted when a player gets hit by a bad ball |
CCoopPlayerLaser | A raycast attack from the player. A ray is fired from the end of a barrel and tries to find something to hit. If Schmitty Doop is hit, then damage is applied. If a player is found, then a charge is applied |
CCoopPlayerLaserAnimator | Class that handles setting the animation state in the Unity Animator for the laser power up |
CCoopPlayerLaserCannon | The cannon object attached to the player when the laser power up is used |
CCoopPlayerLaserController | Power up for firing a laser out of the player |
CCoopPlayerLightAnimatorDelegate | Animation delegate used to change the size and color of the light behind the player |
CCoopPlayerPaddleHealth | Is essentially a glorified health bar for the player |
CCoopPlayerPowerUp | Parent class for every power up a player can use |
CCoopPlayerPowerUpDecider | Class used when a player's charge is full to randomly pick the power up the player gets to use |
CCoopPlayerScaleAnimatorDelegate | Animation delegate used to change the size of the player |
CCoopPlayerShield | Shield activated by the player used to block balls and send them flying in the opposite direction |
CCoopPlayerShieldAnimator | Animates the player sheild from being nothing to fully active and back to nothing |
CCoopPlayerShieldCollision | Class to handle when objects hit the players shield |
CCoopPlayerShieldDeflectParameters | Parameters to give to listeners of the event emitted when a ball is deflected off a player's shield |
CCoopPlayerSpawnedParameters | Parameters to give to listeners of the player spawned event |
CCoopPlayerVomitAnimator | Handles the state management of the Unity Animator for the vomit power up |
CCoopPlayerVomitPowerUp | A player powerup used to project a bunch of balls randomly across the screen |
CCoopPositionRotationChangeInformation | Data class used to change the position and rotation of Schmitty Doop |
CCoopPowerUpController | Class designated to draw the power up meter, listen for charge events, and triggering power ups. This class is too large and should be broken up. Also the code is too convoluted and should be reworked |
CCoopPowerUpFinishedParameters | Parameters to give to listeners of the player's power up running out event |
CCoopPowerUpIcon | UI for showing the player what power up they have |
CCoopPowerUpTriggeredParameters | Parameters to give to listeners of the player's power up triggered event |
CCoopPreloadActionPatterns | |
CCoopRandomMovementPattern | Pattern to move SchmittyDoop randomly on the screen. I don't think this is actually used anywhere, but was originally used for testing |
CCoopReadFileActionPatternProvider | Provider that reads in all files that end in .pattern within the Unity streaming assets directory |
CCoopSchmittyDoop | The main code that controls Schmitty Doop. It's a bit too long and should be refactored |
CCoopSchmittyDoopAnimator | Parent class used for animating pieces of Schmitty Doop when it fires bullets, is sitting idle, is hit, or when it spawns |
CCoopSchmittyDoopAnimatorController | Animation component that will take the state changes of Schmitty Doop and pass them on to the animators that will actually be animating |
CCoopSchmittyDoopBodyAnimator | Animation for the body of Schmitty Doop. The only animation needed for the body is during spawning |
CCoopSchmittyDoopCollider | |
CCoopSchmittyDoopDeath | |
CCoopSchmittyDoopEarAnimator | Class used to animate the ears of Schmitty Doop |
CCoopSchmittyDoopExplodable | Once SchmittyDoop dies, a short animation plays of Schmitty Doop shaking and then exploding. This component is used to break Schmitty Doop into pieces |
CCoopSchmittyDoopEye | Schmitty Doop's eyes will follow a player and blink. Every time the eyes blink it can change which player too look at. This class controls a single eye on Schmitty Doop |
CCoopSchmittyDoopEyeAnimator | Schmitty Doop's eyes will follow a player and blink. Every time the eyes blink it can change which player too look at. This class controls which player the eyes should follow and when/how to blink |
CCoopSchmittyDoopIncrementalMovement | Parent class used by Schmitty Doop to move it when the action is of movement type |
CCoopSchmittyDoopLinearMovement | Data class used to move Schmitty Doop to a position/rotation and uses Lerp to do the movement |
CCoopSchmittyDoopMaterialWrapper | |
CCoopSchmittyDoopMouthAnimator | |
CCoopSchmittyDoopSmallMovementController | Handles any movement of Schmitty Doop that does not involve action patterns |
CCoopSchmittyDoopSmoothMovement | Data class used to move Schmitty Doop to a position/rotation and uses SmoothSrep to do the movement |
CCoopShotgunAttackInformation | Data class gived to Schmitty Doop to fire a fan of bullets from its ears |
CCoopShotgunAttackPattern | Pattern to fire a fan of bullets out of Schmitty Doop's ears |
CCoopSineWaveMovement | Data configuration to move the bullets along a sine wave |
CCoopSlowMoPowerUp | Triggers slow motion when the player activates the power up |
CCoopSmoothMovementPattern | Movement pattern class that uses smooth step to translate Schmitty Doop in the game world |
CCoopSquareWaveMovement | Data configuration to move a bullet along a square wave |
CCoopStartGameParameters | Parameters to give to listeners of the game starting event |
CCoopStartStopMovement | The data necessary to have a bullet's speed be constantly starting and stopping |
CCoopTimer | Records the amount of time playing the game, single player or cooperative, so that it can record how long it takes to kill Schmitty Doop |
CCoopTriangleWaveMovement | The data necessary to have a bullet move along a triangle wave |
CCoopVShooterCannon | One of two cannons sticking out of the player at 45 degrees(ish) that fire alternately. When firing the bullets look like they are traveling in a V |
CCoopVShooterController | A power up that fires two cannons alternately. The cannos are pointed at angles away from eachother to look like a V on it's side |
CCoopWhirlyMovement | The data necessary to make a ball in a spiral pattern |
CDestroyAfterWait | Class to destroy a game object after a set period of time after it is spawned |
CEditorActionInformation | Top level serialization class for creating action patterns in the Inspector |
CEditorActionInformationSerializer | A collection of methods used to read/write action patterns from/to a file |
CEditorAlphaChangeMovementInformation | Information needed to change the alpha coloring of Schmitty Doop |
CEditorAlphaDownMovementInformation | ScriptableObject implementation for the Schmitty Doop action of become invisible |
CEditorAlphaUpMovementInformation | ScriptableObject implementation for the Schmitty Doop action of become visible |
CEditorAttackInformation | Top level serialization class for creatting attack patterns in the Inspector |
CEditorBadBallAttackInformation | Configures a traditional bullet that is fired by Schmitty Doop |
CEditorBallMovementInformation | Top level data class used to configure and serialize movement information of the bullets fired by Schmitty Doop |
CEditorBallMovementInspectorInformation | Parent class for movement information that needs to have information displayed in the inspector |
CEditorBallMovementInspectorInformationHolder | Data container that holds a ball movement type to the inspector information |
CEditorBallSplitterAttackInformation | Serialization class for spawning/configuring the splitter ball attack |
CEditorConstants | Misc. variables used to make spacing of properties in the inspector more consistent |
CEditorConstantSpeedBallMovementInformation | Information needed to create a bullet with the constant speed movement type |
CEditorConstantSpeedBallMovementInspectorInformation | ScriptableObject implementation for the constant speed movement inspector |
CEditorDecreaseSpeedBallMovementInformation | Information needed to create a bullet with the decrease speed movement type |
CEditorDecreaseSpeedBallMovementInspectortInformation | ScriptableObject implementation for the movement type that is always decreasing ball speed |
CEditorIncreaseSpeedBallMovementInformation | Information needed to create a bullet with the increase speed movement type |
CEditorIncreaseSpeedBallMovementInspectorInformation | ScriptableObject implementation for the movement type that is always increasing ball speed |
CEditorLaserAttackInformation | Serialization class for spawning/configuring the laser attack |
CEditorLinearMovementInformation | Information needed to have Schmitty Doop move around the screen |
CEditorMovementInformation | Top level serialization class used to save/read information to move Schmitty Doop |
CEditorPositionRotationChangeMovementInformation | Movement serialization class to move Schmitty Doop to an absolute position and rotation |
CEditorShotgunAttackInformation | Serialization class for spawning/configuring the shotgun attack, an attack that shoots a fan of bullets |
CEditorSineWaveBallMovementInformation | Information needed to create a bullet that moves like it is traveling along a sine wave |
CEditorSineWaveBallMovementInspectorInformation | ScriptableObject implementation for the movement type that makes a ball move like a sine wave |
CEditorSmoothStepMovementInformation | Movement serialization class to move/rotate Schmitty Doop with a smooth step interpolation |
CEditorSquareWaveBallMovementInformation | Information needed to create a bullet that moves like it is traveling along a square wave |
CEditorSquareWaveBallMovementInspectorInformation | ScriptableObject implementation for the movement type that makes a ball move like a square wave |
CEditorStartStopBallMovementInformation | Information needed to create a bullet that moves like it is stuck in stop and go trafffic |
CEditorStartStopBallMovementInspectorInformation | ScriptableObject implementation for the movement type that makes a ball move like it is stuck in stop and go traffic |
CEditorTriangleWaveBallMovementInformation | Information needed to create a bullet that moves like it is traveling on a triangle wave |
CEditorTriangleWaveBallMovementInspectorInformation | ScriptableObject implementation for the movement type that makes a ball move along a triangle wave |
CEditorWhirlyBallMovementInformation | Information needed to create a bullet that moves like it is traveling in a spiral |
CEditorWhirlyBallMovementInspectorInformation | ScriptableObject implementation for the movement type that makes a ball move like it is on a spiral |
CEnumUtils | Collection of helper methods for Enums |
CEventManager | Orchestrates the publishing, receiving, registering and deregistering events and even listeners |
CEventParameters | |
CFadeAndDestroy | As soon as the object is created, fade the alpha of the sprite to 0 and destroy |
CFirstFrameBlockerInputChecker | Inputcheck that calls the trigger method the first frame an input key is pressed |
CInputActionMapper | Class used to map actions that link to KeyCodes |
CInputChecker | |
CInputCheckerAction | Data class to be returned by InputChecker implementations for functions pointers to call in the FixedUpdate once it is verified that the InputTriggerOption should be notified a button has been pressed |
CInputCheckerContainer | Holds a mapping of InputTriggerOptions to registered tags for deduplication checking |
CInputManager | Important class that handles all user input |
CInputManagerValidKeys | Data class used to hold all the valid KeyCodes that a player can use to set to Actions |
CMainMenuBackground | In the background of the main menu there is a game of pong playing in the background. This class is the parent in the scene of all pieces that make up the game of pong |
CMenuBackgroundParameters | Parameters to give to listeners of the event to enable/disable the background pong game in the main menu |
CMenuControlsParameters | |
CMenuTutorialParameters | Parameters to give to listeners of the tutorial start event |
CMovementInputChecker | InputChecker to used to get a range of -1 to 1 based on user input |
CMrPaddleFadeInAndOut | Class to control the visibility of MrPaddle while in the tutorial |
CMrPaddleMoveUpAndDown | Makes MrPaddle move up and down slowly to make things a little more lively |
CPiecesTravelToController | |
CPircesTravelToController | Once a ball ball is successfully dodged by a player, it splits into several pieces and then moves to the player |
CPitchShiftAudioSelector | Will play the sound effect at different pitches. This is to make sure things don't sound too repetative |
CPlayOnceAudio | Plays an AudioSource once and then returns it to the CoopObjectPooler |
CPossibleMissZone | |
CRandomClipAudioSelector | Selects a random sound effect from the predefined list and plays it |
CRandomUtils | Collection of methods for generating random numbers |
CRange | Data class that holds a minimum and maximum value |
CRangeDrawer | Draws the data class Range in the Inspector |
▶CRegistrationQueue | Generic queue used for items that need to be added or removed at a future point in time |
CRegistrationQueueItem | |
CReleaseInputChecker | InputChecker to notify the trigger when the key has been released |
CShockwave | Small shock wave effect that is spawned when a player fires a bullet |
CSingleInputChecker | InputChecker to call the trigger every frame with the state of the action |
CSinglePressInputChecker | Inputchecker to notify the trigger when the key first gets pressed down |
CSingleton | Be aware this will not prevent a non singleton constructor such as T myT = new T(); To prevent that, add protected T () {} to your singleton class |
CSingletonScriptableObject | Class used to enforce the Singleton pattern for ScriptableObjects |
CSmallRipple | Works with the shader to distort a small area on the screen |
CSmoothingUtils | Collection of functions that perform smoothing functions |
CStateInformation | State data used to configure the StateMachine |
CStateMachine | |
CStreamingAssetsOrchestrator | |
CSubmenuBackParameters | Parameters used to send to listeners of the event for switching back from a submenu like single player in the main menu |
CTestingBallLauncher | |
CTimeChangeEventManager | Event listener to change the timescale based on game events. For example, a player dies |
CTimeChangeListener | Listens for the ChangeTime event to change the timescale |
CTutorialBadCannon | Object used to fire bullets directly at a player to make sure they know how to use the shield |
CTutorialBringTextImageDown | Tutorial step to make MrPaddle and the text UI image go invisibile |
CTutorialBringTextImageOnlyDown | Tutorial step to make the text UI image go invisibile. MrPaddle's state will remain untouched |
CTutorialBringTextImageOnlyUp | Step to make the text UI image visible. MrPaddle's state will remain untouched |
CTutorialBringTextImageUp | Step to make MrPaddle and the text UI image visible |
CTutorialHealPlayers | Step to heal a player if they missed blocking a ball from the TutorialBadCannon and need to try again |
CTutorialManager | Top level orchestrator during the tutorial. Spawns MrPaddle, the UI, and anything necessary to start the tutorial. It also keeps track of what step the player is on |
CTutorialMovePlayerToCenter | Simple step to force a player to have their y axis position set to 0 |
CTutorialPlayerMove | Step to make sure the player knows how to move up and down. The step records which wall the player touched first to provide a comment about how well the player can listen |
CTutorialPlayerMoveToTrigger | Trigger used to record if the player has touched the collider or not. It is used by the TutorialPlayerMove to make sure the player touched the walls |
CTutorialPlayerPowerUpDecider | Implementation of the CoopPlayerPowerUpDecider to always give the exact power up no matter what |
CTutorialPlayersGivePowerUp | Step to give all players a full charge so they can get a power up to use |
CTutorialPlayerShield | Step that makes sure the player can trigger their shield. This step spawns a cannon that will fire bullets at one player and they need to deflect every bullet before the next step is triggered |
CTutorialPlayerUsePowerUp | Step used to make sure the player knows how to trigger their power up |
CTutorialShowText | Step that will show text on the UI for the player to read. The text is updated a letter at a time, or until the MENU_SELECT InputTriggerOption is selected. Once that key is pressed the full text will be shown. Once the full text is shown then the player will need to press MENU_SELECt again to go to the next tutorial step |
CTutorialShowTextWithPlayerListening | Step that displays information based on the actions taken by the players |
CTutorialSpawnPlayers | Step that spawns the players into the tutorial |
CTutorialSpawnSinglePlayer | Step to spawn only 1 player. Used if a player dies in the tutorial and they should be placed back into the world |
CTutorialSpawnWalls | Step to spawn the walls on the top and bottom of the screen |
CTutorialStartGame | Step to finish the tutorial and start the proper game |
CTutorialStep | Parent class for all steps in the tutorial. The TutorialStep can be thought of as a glorified linked list with each step pointing to the next step in the tutorial. The tutorial can have two next steps depending on the game mode, single player and cooperative, |
CTutorialTextSubstituteControls | Step that needs to show text on the UI but also needs to substitute some of the text with KeyCodes the player(s) should press. The Step uses the string.Format method, so the {#} notation should be used to detect substitution |
CTutorialTextUI | Class that handles the text to put on the UI image during the tutorial |
CTutorialWait | Tutorial step to make the player(s) wait patiently for something |
CTweenTo | A generic class used to move one object to another. Event though it's supposed to be generic, it's only used by balls that missed a player |
CTweenToColor | Changes the _Tint property of a material to the endColor over time |
CTweenToPiecesManager | This class only exists to hold all the pieces that should be used to tween |
CUIAboutBack | |
CUIAboutManager | |
CUIBackgroundPongFade | |
CUIBlendTreeTransition | UITransition that modifies a blend tree in the Unity Animator |
CUIButtonFade | Allow for a UI button to fade in and out |
CUIControlConfigurableButton | Button in the main menu used to change the keys the player presses to play the game. This class doesn't handle the change of the KeyCodes but only handles what text is displayed on the button |
CUIControlsButtonManager | Class that handles linking the InputManager to the buttons in the setting menu |
CUIControlsSerializeData | Data class to hold an Action KeyCode pair |
CUIControlsSerializeDataCollection | Data class to hold a list of UIControlsSerializeData |
CUIControlsSerializer | Class to save and load previous controls scheme configured from the settings menu |
CUIControlsText | UI manager that looks to see if the mouse is over text in the settings menu. If the mouse is over text, then it will highlight. This is a poorly constructed class because the only text object interactable is the back text |
CUIEndStateMenu | |
CUIExit | Selectable action to quit the game when selected |
CUIFade | A UI element that should adjust the alpha to fade in and out the component |
CUIFadeManager | |
CUIKeyboardController | Class that listens for keyboard input to change the selected menu item. It will also check the location of the mouse and if the mouse hovers over a selectable text object it will make that text item the selected item |
CUIKeyboardControllerContext | Data class used to tell the UIKeyboardController which text objects should be scrolled though/activated by the mouse |
▶CUIKeyboardControllerContextManager | Container that holds the relationship between the context names and the contexts |
CUIKeyboardControllerContextInspector | Struct used so that contexts can be configured in the inspector |
CUIMenuController | Controller that handles the transition in and out of the main menu. A better name for this class probably should have been UIMainMenuController |
CUIMusicVolume | Interactive slider to change the volume of the background music |
CUIPauseManager | Code to bring up and turn off the pause menu while playing the game |
CUIResume | Selection action used to resume the game from the pause menu |
CUISelectAction | Parent class for text items that can be selected by players |
CUISettingsManager | Code that controls when the settings menu should be enabled/disabled |
CUISfxVolume | Interactive slider to change the volume of the sound effects |
CUIShowAbout | Selection action to show the about page in the main menu |
CUIShowControls | Selection action to show the settings page. The settings page used to just show the controls which is why it's called the show controls action |
CUIShowMainMenu | Selection action to show the main menu |
CUIShowMainMenuFromTutorial | |
CUIShowTutorial | Selection action to show the tutorial submenu that asks if its single player or cooperative |
CUISliderFade | Fade in and out the slider UI object |
CUISpawnSubmenuAction | Selection action to trigger a submenu to appear |
CUIStartCoop | Selection action to start the cooperative match |
CUIStartFromTutorial | |
CUIStartGame | Selection action to start the single player match |
CUIStartTutorialAction | Selection action to start the tutorial |
CUITextController | UI text object that can be higlighted and selected to perform an action |
CUITextFade | Fade in and out the text UI object |
CUITransition | UI object that should have a transition in and transition out animation |
CUITryAgain | Selection action to start the game mode again after all players are dead |
CUITutorialText | Class used to show the tutorial text and underlying image |
CUIWinTime | |
CVector2Utils | Collection of functions around the Vectotr2 object |
CVector3Utils | Collection of functions around the Vector3 object |
CWall | Boundry on the top and bottom of the screen to bounce bullets |