CAudioEmitterSettings | Class that stores the settings to play an audio |
CAudioEmitterTools | Class meant to hold tools for the audio emitters |
CAudioMenuManager | Class that handles an audio menu |
CFrameInput | Lightweight struct for passing a single frame’s worth of input around |
CGameplayMenuManager | Class that handles a Gameplay menu |
CGrabbableObject | Class that governs all physics objects that can be grabbed |
CGraphicsMenuManager | Class that handles a graphics menu |
CGravityGunController | |
CinfluenceableObject | |
CInputManager | Singleton that owns the PlayerControls asset and surfaces the current input state each frame |
CInspectorReadOnly | Creates a [InspectorReadOnly] Attribute so we can expose values to the inspector while not allowing its editting |
CInteractable | Abstract Class that defines functions for interactions |
CInteractionManager2D | 2-D interaction manager that looks for the nearest Interactable inside an OverlapCircle each frame (with Scene-view gizmos for tuning) |
CLever | |
CMultiAudioEmitter | An audio emitter capable of playing sounds from a library using only one script |
COutline2D | |
CPauseResumeManager | Class that handles pausing and resuming the game from the pause menu |
CPersistentObjectsManager | Class that will protect all objects that are meant to be present on all scenes |
CPhysicsObject | Abstract class that governs all physics objects |
CPlayerAnimator | Pure presentation layer for the player: – Listens to events from PlayerMovementController to trigger animations, particle effects, and audio |
CPlayerMovementController | Handles all core movement logic for the player: |
CQuitMenuManager | Class that handles the quit of the game |
CScriptableStats | |
CSimpleAudioEmitter | An audio emitter with full customization options for behaviour |
CSoundManager | Manages the sound of the game |
CVector2CompassAttribute | Creates a [Vector2Compass] Attribute to draw vector2s on the gui |