Modular Architecture V1.0.0
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 NModularArchitecture
 NEditor
 CConditionDrawer
 CDataReferenceDrawer
 CScriptTemplates
 NConditions
 CConditionSerialized Condition Class that will compare two references together based on a given comparison operator.
Condition has it's own drawer that will set the subject and target to be references of the given Value Type
 NData
 CDataContainer< T >A Asset File containing a value of any given type
Used for modular / data-driven design, and referenced in DataReference.
DataContainer is an abstract class because Unity cannot make generic Scriptable Objects
Any Child of DataContainer ( different types ) should be made wrapper children
 CDataReference< T >DataReference contains either a constant value or points to a data container asset in the project
It is used in place of default types to reference variable objects and allow for implicit comparisons.
It contains types that are comparable ( consist of IComperable ), so that custom types can be made
 CFloatReference
 CStringReference
 CIntReference
 CBoolReference
 CConditionReference
 CDataReferenceBaseDataRefernceBase is the base class used to draw, overload, and compare for DataRefence
DataReference is a generic templated type and thus cannot be the target of property drawers or comparisons so DataReferenceBase is used instead
DataReferenceBase contains the base == equality overloads that DataReference needs to overwrite so it's values can be compared to other References
 CBoolVariable
 CConditionVariable
 CFloatVariable
 CIntVariable
 CStringVariable
 NEnums
 CExtendableEnum< T >A modular enum container based on Cory Koseck's Extendable Enums pattern.
Allows enum values to be represented as ScriptableObjects, enabling designers to extend enum‑like systems without modifying source code.

Contains :
- value : The enum value stored in this asset.
 NEvents
 CGameEventGameEvent object, when raised it will trigger responses from all listeners,
Is a scriptable object asset file and thus works on its own without scene dependancy.
Can only contain unique listeners, duplicate listeners will be ignored for performance and scale-ability
 CGameEventListenerSerialized Event Listener for scripts and classes to reference and activate for event responses
Subscribes to a GameEvent Asset and when that event is raised it will invoke it's given response(s)
Contains a Constructor so it can reference GameEvent data assets in the Unity Resources Folder
Used as the listener for GameEventListenerScript
 CGameEventListenerScriptMonoBehaviour script class for serialized GameEventListener
Allows for component-based use of GameEventListener within scene, so GameEventListener works in assets and scenes
 CExtendEnumAttribute
 CExtendEnumDrawer
 CNewValuePopup