VGDC 2025-2026 Club Game
Loading...
Searching...
No Matches
Data Structures
Here are the data structures with brief descriptions:
 CAudioEmitterSettingsClass that stores the settings to play an audio
 CAudioEmitterToolsClass meant to hold tools for the audio emitters
 CAudioMenuManagerClass that handles an audio menu
 CFrameInputLightweight struct for passing a single frame’s worth of input around
 CGameplayMenuManagerClass that handles a Gameplay menu
 CGrabbableObjectClass that governs all physics objects that can be grabbed
 CGraphicsMenuManagerClass that handles a graphics menu
 CGravityGunController
 CinfluenceableObject
 CInputManagerSingleton that owns the PlayerControls asset and surfaces the current input state each frame
 CInspectorReadOnlyCreates a [InspectorReadOnly] Attribute so we can expose values to the inspector while not allowing its editting
 CInteractableAbstract Class that defines functions for interactions
 CInteractionManager2D2-D interaction manager that looks for the nearest Interactable inside an OverlapCircle each frame (with Scene-view gizmos for tuning)
 CLever
 CMultiAudioEmitterAn audio emitter capable of playing sounds from a library using only one script
 COutline2D
 CPauseResumeManagerClass that handles pausing and resuming the game from the pause menu
 CPersistentObjectsManagerClass that will protect all objects that are meant to be present on all scenes
 CPhysicsObjectAbstract class that governs all physics objects
 CPlayerAnimatorPure presentation layer for the player: – Listens to events from PlayerMovementController to trigger animations, particle effects, and audio
 CPlayerMovementControllerHandles all core movement logic for the player:
 CQuitMenuManagerClass that handles the quit of the game
 CScriptableStats
 CSimpleAudioEmitterAn audio emitter with full customization options for behaviour
 CSoundManagerManages the sound of the game
 CVector2CompassAttributeCreates a [Vector2Compass] Attribute to draw vector2s on the gui