API
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"api/Game.DayNightCycle.html": {
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"href": "api/Game.DayNightCycle.html",
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"title": "Class DayNightCycle | Example Unity documentation",
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"keywords": "Class DayNightCycle Inheritance object DayNightCycle Namespace: Game Assembly: cs.temp.dll.dll Syntax public class DayNightCycle : MonoBehaviour Fields cycleDuration Declaration public float cycleDuration Field Value Type Description float dayBackClouds Declaration public SpriteRenderer dayBackClouds Field Value Type Description SpriteRenderer dayFrontClouds Declaration public SpriteRenderer dayFrontClouds Field Value Type Description SpriteRenderer daySky Declaration public SpriteRenderer daySky Field Value Type Description SpriteRenderer eveningBackClouds Declaration public SpriteRenderer eveningBackClouds Field Value Type Description SpriteRenderer eveningFrontClouds Declaration public SpriteRenderer eveningFrontClouds Field Value Type Description SpriteRenderer eveningSky Declaration public SpriteRenderer eveningSky Field Value Type Description SpriteRenderer nightBackClouds Declaration public SpriteRenderer nightBackClouds Field Value Type Description SpriteRenderer nightFrontClouds Declaration public SpriteRenderer nightFrontClouds Field Value Type Description SpriteRenderer nightSky Declaration public SpriteRenderer nightSky Field Value Type Description SpriteRenderer transitionDuration Declaration public float transitionDuration Field Value Type Description float"
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"keywords": "Class DayNightCycle Manages the day-night cycle by transitioning between different sky and cloud sprites. Inheritance object DayNightCycle Namespace: Game Assembly: cs.temp.dll.dll Syntax public class DayNightCycle : MonoBehaviour Fields cycleDuration Duration of each phase (day, evening, night) before transitioning to the next phase. Declaration public float cycleDuration Field Value Type Description float dayBackClouds Sprite representing the back clouds during the day. Declaration public SpriteRenderer dayBackClouds Field Value Type Description SpriteRenderer dayFrontClouds Sprite representing the front clouds during the day. Declaration public SpriteRenderer dayFrontClouds Field Value Type Description SpriteRenderer daySky Sprite representing the sky during the day. Declaration public SpriteRenderer daySky Field Value Type Description SpriteRenderer eveningBackClouds Sprite representing the back clouds during the evening. Declaration public SpriteRenderer eveningBackClouds Field Value Type Description SpriteRenderer eveningFrontClouds Sprite representing the front clouds during the evening. Declaration public SpriteRenderer eveningFrontClouds Field Value Type Description SpriteRenderer eveningSky Sprite representing the sky during the evening. Declaration public SpriteRenderer eveningSky Field Value Type Description SpriteRenderer nightBackClouds Sprite representing the back clouds during the night. Declaration public SpriteRenderer nightBackClouds Field Value Type Description SpriteRenderer nightFrontClouds Sprite representing the front clouds during the night. Declaration public SpriteRenderer nightFrontClouds Field Value Type Description SpriteRenderer nightSky Sprite representing the sky during the night. Declaration public SpriteRenderer nightSky Field Value Type Description SpriteRenderer transitionDuration Duration of the transition between different phases of the day-night cycle. Declaration public float transitionDuration Field Value Type Description float"
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},
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"api/Game.EventSystemizer.html": {
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"href": "api/Game.EventSystemizer.html",
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@@ -52,7 +52,7 @@
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"api/Game.html": {
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"href": "api/Game.html",
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"title": "Namespace Game | Example Unity documentation",
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"keywords": "Namespace Game Classes DayNightCycle EventSystemizer This class makes sure there is only one EventSystem in the game at any time. FallPlatform This class controls platforms that fall when touched by a player or another platform. The platform will fall after a delay and then reset to its original position. GameManager This class controls the main game logic, like starting the game, keeping track of players, handling game modes, and deciding when the game ends. GameManagerHelper This class helps manage positions for the GameManager during development. It allows adding hat spawn positions and player spawn positions directly in the editor. GameTimer This class manages the game's countdown timer. It starts, updates, and stops the timer, and ends the game when time runs out. HatRespawn This class manages the behavior of the hat in the game, including its respawn logic. The hat can be picked up, dropped, and respawned after a certain amount of time. HealthBarManager This class manages the health bars for all players in the game. It creates, updates, and removes health bars as needed. HubManager This class manages the hub area of the game, including loading and unloading game scenes, controlling the hub camera, and managing game buttons. InfiniteScroll This class handles the infinite scrolling effect for the background. LeaderboardManager This class manages the leaderboard, including initializing player icons, updating player positions, and displaying hold times. LifeDisplayManager This class manages the display of player lives, including creating life icons and updating them based on the player's remaining lives. MapSelect This class manages the map selection process by setting the selected map based on the active toggle in the toggle group. ModeSelect This class manages the game mode selection process by setting the game mode based on the active toggle in the toggle group. MovingPlatform This class controls a platform that moves between specified points in a loop. ObjectVisibility This class controls the visibility of an object based on the current game mode. ObstacleCourse This class handles the logic for detecting when a player completes the obstacle course. PlayerCardCreator This class is used to create cards for players when they join the game. PlayerJoinCard This class represents a player join card, displaying the player's number and preview in the game lobby. RespawnOnTriggerEnter This class handles respawning objects when they collide with a trigger tagged with a specific value. TerribleHealthBarScript This class manages the health bar visuals for a player, including updating the health bar's size, position, and color based on the player's current health. WinScreen Manages the win screen display for the game. Displays the winning player's information and triggers the win screen animation. Enums GameManager.GameMode The different game modes players can choose from. Delegates GameManager.GameEvent A type of event that happens during the game, like when it starts or ends."
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"keywords": "Namespace Game Classes DayNightCycle Manages the day-night cycle by transitioning between different sky and cloud sprites. EventSystemizer This class makes sure there is only one EventSystem in the game at any time. FallPlatform This class controls platforms that fall when touched by a player or another platform. The platform will fall after a delay and then reset to its original position. GameManager This class controls the main game logic, like starting the game, keeping track of players, handling game modes, and deciding when the game ends. GameManagerHelper This class helps manage positions for the GameManager during development. It allows adding hat spawn positions and player spawn positions directly in the editor. GameTimer This class manages the game's countdown timer. It starts, updates, and stops the timer, and ends the game when time runs out. HatRespawn This class manages the behavior of the hat in the game, including its respawn logic. The hat can be picked up, dropped, and respawned after a certain amount of time. HealthBarManager This class manages the health bars for all players in the game. It creates, updates, and removes health bars as needed. HubManager This class manages the hub area of the game, including loading and unloading game scenes, controlling the hub camera, and managing game buttons. InfiniteScroll This class handles the infinite scrolling effect for the background. LeaderboardManager This class manages the leaderboard, including initializing player icons, updating player positions, and displaying hold times. LifeDisplayManager This class manages the display of player lives, including creating life icons and updating them based on the player's remaining lives. MapSelect This class manages the map selection process by setting the selected map based on the active toggle in the toggle group. ModeSelect This class manages the game mode selection process by setting the game mode based on the active toggle in the toggle group. MovingPlatform This class controls a platform that moves between specified points in a loop. ObjectVisibility This class controls the visibility of an object based on the current game mode. ObstacleCourse This class handles the logic for detecting when a player completes the obstacle course. PlayerCardCreator This class is used to create cards for players when they join the game. PlayerJoinCard This class represents a player join card, displaying the player's number and preview in the game lobby. RespawnOnTriggerEnter This class handles respawning objects when they collide with a trigger tagged with a specific value. TerribleHealthBarScript This class manages the health bar visuals for a player, including updating the health bar's size, position, and color based on the player's current health. WinScreen Manages the win screen display for the game. Displays the winning player's information and triggers the win screen animation. Enums GameManager.GameMode The different game modes players can choose from. Delegates GameManager.GameEvent A type of event that happens during the game, like when it starts or ends."
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},
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"api/Game.HubManager.html": {
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"href": "api/Game.HubManager.html",
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@@ -177,7 +177,7 @@
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"api/Player.Damageable.html": {
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"href": "api/Player.Damageable.html",
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"title": "Class Damageable | Example Unity documentation",
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"keywords": "Class Damageable This class handles the player's ability to take damage, die, and respawn. It also manages interactions like blocking, parrying, and dropping items when hit. Inheritance object Damageable Namespace: Player Assembly: cs.temp.dll.dll Syntax public class Damageable : MonoBehaviour Fields damage The current accumulated damage of the player. Declaration public float damage Field Value Type Description float damageSelfDebug If true, applies damage to self for debugging purposes. Declaration public bool damageSelfDebug Field Value Type Description bool dying Indicates whether the player is currently dying. Declaration public bool dying Field Value Type Description bool force The force applied to the player when hit. Declaration public float force Field Value Type Description float lives The number of lives the player has. Declaration public int lives Field Value Type Description int maxDamage The maximum damage the player can take before dying. Declaration public float maxDamage Field Value Type Description float Methods Damage(float) Adds a specified amount of damage to the player. Declaration public void Damage(float damage) Parameters Type Name Description float damage The amount of damage to add. HandleDeath() Handles player state after death and resets dying state after respawn. Declaration public void HandleDeath() ResetDamage() Resets the player's damage to zero. Declaration public void ResetDamage() Respawn() Respawns the player at the spawn position and resets damage/health bar. Declaration public void Respawn() Events OnPlayerDeath Event triggered when a player dies. Declaration public event Action<GameObject> OnPlayerDeath Event Type Type Description System.Action<T><GameObject> OnPlayerPunched Event triggered when the player is punched. Declaration public event Action<GameObject> OnPlayerPunched Event Type Type Description System.Action<T><GameObject> OnPlayerRespawn Event triggered when a player respawns. Declaration public event Action<GameObject> OnPlayerRespawn Event Type Type Description System.Action<T><GameObject>"
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"keywords": "Class Damageable This class handles the player's ability to take damage, die, and respawn. It also manages interactions like blocking, parrying, and dropping items when hit. Inheritance object Damageable Namespace: Player Assembly: cs.temp.dll.dll Syntax public class Damageable : MonoBehaviour Fields damage The current accumulated damage of the player. Declaration public float damage Field Value Type Description float damageSelfDebug If true, applies damage to self for debugging purposes. Declaration public bool damageSelfDebug Field Value Type Description bool dying Indicates whether the player is currently dying. Declaration public bool dying Field Value Type Description bool force The force applied to the player when hit. Declaration public float force Field Value Type Description float lives The number of lives the player has. Declaration public int lives Field Value Type Description int maxDamage The maximum damage the player can take before dying. Declaration public float maxDamage Field Value Type Description float Methods Damage(float) Adds a specified amount of damage to the player. Declaration public void Damage(float damage) Parameters Type Name Description float damage The amount of damage to add. HandleDeath() Handles player state after death and resets dying state after respawn. Declaration public void HandleDeath() ResetDamage() Resets the player's damage to zero. Declaration public void ResetDamage() Respawn() Respawns the player at the spawn position and resets damage/health bar. Declaration public void Respawn() Events OnPlayerDeath Event triggered when a player dies. Declaration public event Action<GameObject> OnPlayerDeath Event Type Type Description System.Action<T><GameObject> OnPlayerRespawn Event triggered when a player respawns. Declaration public event Action<GameObject> OnPlayerRespawn Event Type Type Description System.Action<T><GameObject>"
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},
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"api/Player.html": {
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"href": "api/Player.html",
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