A 2D Farming RPG
This is just a simple 2D farming RPG game
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Data Structures
Here are the data structures with brief descriptions:
 CAnimationOverrides
 CCharacterAttributeDefine what character variant we want to switch into
 CEventHandlerRaise an handle event when a movement is triggered.
 CGameClock
 CGameObjectSaveStore all scenes in here. If we have 3 scenes, we have 3 entries.
 CGenerateGUIDAssign a unique GUID for the objects. These ids are used to retrive the gameobjects when restoring scene state.
 CGridCoordinateHolds grid information x and y coordinate.
 CGridCursor
 CGridPropertiesManagerThis will get the information from serialiable object and populate these class Basically this will store the data in runtime.
 CGridPropertyHolds information about grid of every scene.
 CGridPropertyDetailsThis will get the information from serialiable object and populate these class Basically this will store the data in runtime.
 CInventoryItem
 CInventoryManagerThis class will manage all the inventory related operations.
 CISaveableInterface for unity ISaveable
 CItem
 CItemCodeDescriptionAttributeNo values need to be held for the item code description attribute Therefore, the class can be empty.
 CItemCodeDescriptionDrawer
 CItemDetailsThis class holds information of items.
 CItemNudgeCreate a class that create nudge effect on grass and some other items. When player get near items, it will create a wobbly effect.
 CItemPickup
 CMovementAnimationParameterControlControl and trigger animations based on the right moves.
 CObscuringItemFaderUsed to obscure items when player is behind them. So that player can see the avatar clearly.
 CPlayerThis class has all the things related to player
 CPlayerAnimationTestThis is just a test script to trigger and test animations.
 CSaveLoadManagerManage saving and loading scenes. This class is a singleton instance.
 CSceneControllerManagerManage the transition between scenes
 CSceneItemWe have scene item instances for every item in the scene that we want to store in a save file.
 CSceneItemsManagerControl store, restore, save and load functionality in the scene.
 CSceneSaveStore all of the scene items in this list.
 CSceneTeleport
 CSettingsThis class handle the game settings.
 CSingletonMonobehaviourAbstract class that inherited by all the game managers. All the game managers use singleton since game manager always have 1 instance.
 CSO_AnimationTypeCreate a scriptable animation type. This objects holds infomration about animation variants
 CSO_GridPropertiesThis ScriptableObject object asset will contain all the information of each scene.
 CSOItemList
 CSwitchConfineBoundingShapeThis class will confine the camera so that it won't go beyond the boundaries.
 CTagsThis class will have Tags values.
 CTilemapGridPropertiesThis script by default will execute on both editor and runtime.
 CTimeManagerA singleton manager class for time managements.
 CTriggerObscuringItemFaderThis class trigger fade in and out depending on the distance of the objects that needs to be fade out once the player is near.
 CUIInventoryBar
 CUIInventorySlot
 CUIInventoryTextBox
 CVector3SerializableUnity Vector3 data type is NOT serializable. Therefore, it can't be searilize and saved to a datafile. This class is designed to achieve that.