Modular Architecture V1.0.0
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234]
 CModularArchitecture.Events.GameEventListenerSerialized 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
 CIComparable
 CModularArchitecture.Conditions.ConditionSerialized 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
 CModularArchitecture.Data.DataReferenceBaseDataRefernceBase 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
 CModularArchitecture.Data.DataReference< 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
 CModularArchitecture.Data.BoolReference
 CModularArchitecture.Data.ConditionReference
 CModularArchitecture.Data.FloatReference
 CModularArchitecture.Data.IntReference
 CModularArchitecture.Data.StringReference
 CMonoBehaviour
 CModularArchitecture.Events.GameEventListenerScriptMonoBehaviour script class for serialized GameEventListener
Allows for component-based use of GameEventListener within scene, so GameEventListener works in assets and scenes
 CPopupWindowContent
 CExtendEnumDrawer.NewValuePopup
 CPropertyAttribute
 CExtendEnumAttribute
 CPropertyDrawer
 CExtendEnumDrawer
 CModularArchitecture.Editor.ConditionDrawer
 CModularArchitecture.Editor.DataReferenceDrawer
 CScriptableObject
 CModularArchitecture.Data.DataContainer< 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
 CModularArchitecture.Data.BoolVariable
 CModularArchitecture.Data.ConditionVariable
 CModularArchitecture.Data.FloatVariable
 CModularArchitecture.Data.IntVariable
 CModularArchitecture.Data.StringVariable
 CModularArchitecture.Enums.ExtendableEnum< 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.
 CModularArchitecture.Events.GameEventGameEvent 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
 CModularArchitecture.Editor.ScriptTemplates