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Modular Architecture V1.0.0
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| NModularArchitecture | |
| NEditor | |
| CConditionDrawer | |
| CDataReferenceDrawer | |
| CScriptTemplates | |
| NConditions | |
| CCondition | Serialized 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 | |
| CDataReferenceBase | DataRefernceBase 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 | |
| CGameEvent | GameEvent 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 |
| CGameEventListener | Serialized 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 |
| CGameEventListenerScript | MonoBehaviour script class for serialized GameEventListener Allows for component-based use of GameEventListener within scene, so GameEventListener works in assets and scenes |
| CExtendEnumAttribute | |
| CExtendEnumDrawer | |
| CNewValuePopup |