▼NEndless | |
▼NGameplay | |
▼NLuaInterfaces | |
CBasicLevelGate | Basic Level Gate contains several methods for triggering and handling a players transition to another level. Its designed to take a majority of players before starting the process. It has built in display for a timer as well as player count |
CBehavior | Used to create behavior nodes that can modify an NPCs idle behavior |
CBouncePad | Base Type that applies a physics force to objects that overlap it |
CConsumableHealing | Consumable Inventory Item base type that provides a heal when used |
CDashPack | Item base type that thrusts the character in a direction when used |
CDoor | The Door BaseType has built in functionality for handling open/closed state, and rotating one or two physical doors to match state |
CEffector | Periodically applies some effect to all the contexts in its effect list, such as damage or healing |
CHealth | Tracks the health of an object. Also depending on configuration, it can handle automatically destroying an object when health reaches 0. Note that damage or healing should generally be dealt to Hittable component, but you can set health or max health directly from this component |
CHittable | This component makes something able to be targeted by attacks from the player, NPCs, and other objects. It handles incoming damage or healing, filtering it and passing it on to relative components before finally applying changes to the health component, if it has one |
CHostility | Used to modify the hostility behavior of a hittable prop |
CInstantPickup | Base type that has an effect when a character overlaps it in the game world |
CInstructionNode | Base class for behavior, command, and interaction nodes |
CInteractable | This class allows a player to Interact with the object by pressing the interact key. What it does when interacted with is up to the lua script! In the future, NPCs can also be told to interact with these objects! |
CInteraction | Used to create interaction behaviors for the NPCs |
CJetpack | |
CLockable | This component manages locking and unlocking of an object as well as spawning the "lock plate" of the required key! |
CMeleeWeapon | Inventory Item base type for melee weapons |
CNavigation | Used to modify the navigation behavior of a cell |
CNpc | Contains methods to modify the npc during gameplay |
CPhysicsComponent | Component used for an object to take physics forces |
CPlayer | This class gives access to all the player specific things like inventory Checkout Game for ways to get access to the player object |
CProjectileShooter | Component for an object to be able to emit projectiles |
CRangedWeapon | Inventory Item base type for ranged weapons |
CResourcePickup | This base type is similar to instant pickup, but is directly tied to a resource. Each cosmetic of a resource essentially becomes a unique resource. Wood, Coins, Food, whatever you want it to be, this class will manage collecting and tracking it in the UI! |
CSensor | Used to modify the behavior of a sensor component by altering its settings |
CSentry | Base type that rotates to face a direction or object |
CSpikeTrap | Base type that senses overlaps to apply damage to |
CTargeter | Used to modify a targeter components behavior by altering its settings |
CText | Allows the display and updating of 3D text in the game world. Much of this is a wrapper for Unity's TextMeshPro! |
CTextBubble | Used to modify the behavior of a text bubble. Can display text, modify text and more |
CThrownBomb | Consumable Inventory Item base type that is thrown by the character causing an explosion with a damaging effect |
CTriggerVolume | This base type handles filtering and firing events for when dynamic objects (players, NPCs, physics objects, etc). It is designed to be resizable in the creator, rather than a fixed size at SDK creation time |
CVisuals | This class allows you to change visual aspects of an object, like rotation, color, etc |
▼NScripting | |
CColor | A utility class for getting colors. Colors are made up of four components, RGBA, which each range from 0-1. Try using this with Visuals.SetEmissiveColor! |
CContext | Every object in the world that has a script has a context. This includes players, NPCs, props, etc. A context is the generic reference to an object. Static props, and terrain, do not have a script or a context. Every event passes along a context and every receiver takes a context. This allows you to know who causes the chain of events. If a player pulls a lever, they are the context. If that lever is wired to a door, who opened the door? The player! This chain of events allows the door script to perform additional logic, like giving that player a coin for opening it, when otherwise, it wouldn't know what caused it to open |
CGame | Allows you to access information about the current session including players, level, and game info |
CLuaInterfaceEvent | An event within lua that will broadcast a change. Can be subscribed to in Lua code. Use "SubscribeToLuaEvent" and "UnsubscribeToLuaEvent" to manage subscription Example: local health = context.TryGetComponent(Component.Health) SubscribeToLuaEvent(health.OnHealthChanged, "MyFunctionName") |
CVector3 | A utility class for generating Vector3s! A Vector3 is three floats together. Often used for position or rotation. Try using this with Visuals.SetLocalRotation! |