A 2D Farming RPG
This is just a simple 2D farming RPG game
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CCharacterAttribute | Define what character variant we want to switch into |
CEventHandler | Raise an handle event when a movement is triggered. |
CGameObjectSave | Store all scenes in here. If we have 3 scenes, we have 3 entries. |
CGridCoordinate | Holds grid information x and y coordinate. |
CGridProperty | Holds information about grid of every scene. |
CGridPropertyDetails | This will get the information from serialiable object and populate these class Basically this will store the data in runtime. |
▼CIBeginDragHandler | |
CUIInventorySlot | |
▼CIDragHandler | |
CUIInventorySlot | |
▼CIEndDragHandler | |
CUIInventorySlot | |
CInventoryItem | |
▼CIPointerClickHandler | |
CUIInventorySlot | |
▼CIPointerEnterHandler | |
CUIInventorySlot | |
▼CIPointerExitHandler | |
CUIInventorySlot | |
▼CISaveable | Interface for unity ISaveable |
CGridPropertiesManager | This will get the information from serialiable object and populate these class Basically this will store the data in runtime. |
CSceneItemsManager | Control store, restore, save and load functionality in the scene. |
CItemDetails | This class holds information of items. |
▼CMonoBehaviour | |
CAnimationOverrides | |
CGameClock | |
CGenerateGUID | Assign a unique GUID for the objects. These ids are used to retrive the gameobjects when restoring scene state. |
CGridCursor | |
CItem | |
CItemNudge | Create a class that create nudge effect on grass and some other items. When player get near items, it will create a wobbly effect. |
CItemPickup | |
CMovementAnimationParameterControl | Control and trigger animations based on the right moves. |
CObscuringItemFader | Used to obscure items when player is behind them. So that player can see the avatar clearly. |
CPlayerAnimationTest | This is just a test script to trigger and test animations. |
CSceneTeleport | |
CSingletonMonobehaviour< T > | Abstract class that inherited by all the game managers. All the game managers use singleton since game manager always have 1 instance. |
CSwitchConfineBoundingShape | This class will confine the camera so that it won't go beyond the boundaries. |
CTilemapGridProperties | This script by default will execute on both editor and runtime. |
CTriggerObscuringItemFader | This 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 | |
▼CPropertyAttribute | |
CItemCodeDescriptionAttribute | No values need to be held for the item code description attribute Therefore, the class can be empty. |
▼CPropertyDrawer | |
CItemCodeDescriptionDrawer | |
CSceneItem | We have scene item instances for every item in the scene that we want to store in a save file. |
CSceneSave | Store all of the scene items in this list. |
▼CScriptableObject | |
CSOItemList | |
CSO_AnimationType | Create a scriptable animation type. This objects holds infomration about animation variants |
CSO_GridProperties | This ScriptableObject object asset will contain all the information of each scene. |
CSettings | This class handle the game settings. |
▼CSingletonMonobehaviour< GridPropertiesManager > | |
CGridPropertiesManager | This will get the information from serialiable object and populate these class Basically this will store the data in runtime. |
▼CSingletonMonobehaviour< InventoryManager > | |
CInventoryManager | This class will manage all the inventory related operations. |
▼CSingletonMonobehaviour< Player > | |
CPlayer | This class has all the things related to player |
▼CSingletonMonobehaviour< SaveLoadManager > | |
CSaveLoadManager | Manage saving and loading scenes. This class is a singleton instance. |
▼CSingletonMonobehaviour< SceneControllerManager > | |
CSceneControllerManager | Manage the transition between scenes |
▼CSingletonMonobehaviour< SceneItemsManager > | |
CSceneItemsManager | Control store, restore, save and load functionality in the scene. |
▼CSingletonMonobehaviour< TimeManager > | |
CTimeManager | A singleton manager class for time managements. |
CTags | This class will have Tags values. |
CVector3Serializable | Unity Vector3 data type is NOT serializable. Therefore, it can't be searilize and saved to a datafile. This class is designed to achieve that. |