This class handles the punching mechanic for the player, including triggering animations,
+enabling and disabling the hurtbox, and managing player speed during a punch.
This class helps manage positions for the GameManager during development.
+It allows adding hat spawn positions and player spawn positions directly in the editor.
This class handles the punching mechanic for the player, including triggering animations,
+enabling and disabling the hurtbox, and managing player speed during a punch.
This class manages the playback of sound effects in the game.
+It provides functionality to play specific sounds by name and ensures a singleton instance for global access.
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.
+
+
+
+
+
+
diff --git a/Documentation/obj/.cache/build/kh23i1t0.juy/5n4meu4o.xrx b/Documentation/obj/.cache/build/kh23i1t0.juy/5n4meu4o.xrx
new file mode 100644
index 0000000..2402a09
--- /dev/null
+++ b/Documentation/obj/.cache/build/kh23i1t0.juy/5n4meu4o.xrx
@@ -0,0 +1 @@
+[{"Uid":"Game.DayNightCycle","Type":"class","Syntax":{"content":"public class DayNightCycle : MonoBehaviour","content.vb":"Public Class DayNightCycle Inherits MonoBehaviour"},"File":"api/Game.DayNightCycle.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.daySky","Type":"field","Syntax":{"content":"public SpriteRenderer daySky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public daySky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningSky","Type":"field","Syntax":{"content":"public SpriteRenderer eveningSky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningSky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightSky","Type":"field","Syntax":{"content":"public SpriteRenderer nightSky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightSky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.dayBackClouds","Type":"field","Syntax":{"content":"public SpriteRenderer dayBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public dayBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningBackClouds","Type":"field","Syntax":{"content":"public SpriteRenderer eveningBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightBackClouds","Type":"field","Syntax":{"content":"public SpriteRenderer nightBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.dayFrontClouds","Type":"field","Syntax":{"content":"public SpriteRenderer dayFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public dayFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningFrontClouds","Type":"field","Syntax":{"content":"public SpriteRenderer eveningFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightFrontClouds","Type":"field","Syntax":{"content":"public SpriteRenderer nightFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.transitionDuration","Type":"field","Syntax":{"content":"public float transitionDuration","return":{"type":"System.Single"},"content.vb":"Public transitionDuration As Single"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.cycleDuration","Type":"field","Syntax":{"content":"public float cycleDuration","return":{"type":"System.Single"},"content.vb":"Public cycleDuration As Single"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.EventSystemizer","Summary":"
This class makes sure there is only one EventSystem in the game at any time.
\n","Type":"class","Syntax":{"content":"public class EventSystemizer : MonoBehaviour","content.vb":"Public Class EventSystemizer Inherits MonoBehaviour"},"File":"api/Game.EventSystemizer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.FallPlatform","Summary":"
This class controls platforms that fall when touched by a player or another platform.\nThe platform will fall after a delay and then reset to its original position.
\n","Type":"class","Syntax":{"content":"public class FallPlatform : MonoBehaviour","content.vb":"Public Class FallPlatform Inherits MonoBehaviour"},"File":"api/Game.FallPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.FallPlatform.fallDelay","Summary":"
The time (in seconds) before the platform starts falling after being triggered.
\n","Type":"field","Syntax":{"content":"public float fallDelay","return":{"type":"System.Single"},"content.vb":"Public fallDelay As Single"},"File":"api/Game.FallPlatform.yml","Metadata":{"type":"field","summary":"
The time (in seconds) before the platform starts falling after being triggered.
This class controls the main game logic, like starting the game, keeping track of players,\nhandling game modes, and deciding when the game ends.
\n","Type":"class","Syntax":{"content":"public class GameManager : MonoBehaviour","content.vb":"Public Class GameManager Inherits MonoBehaviour"},"File":"api/Game.GameManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.Instance","Summary":"
The single instance of this class that can be accessed from anywhere in the game.
\n","Type":"field","Syntax":{"content":"public float time","return":{"type":"System.Single"},"content.vb":"Public time As Single"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public static List players","return":{"type":"Global.List{GameObject}"},"content.vb":"Public Shared players As List(Of GameObject)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public static List playerColors","return":{"type":"Global.List{Color}"},"content.vb":"Public Shared playerColors As List(Of Color)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public static bool music","return":{"type":"System.Boolean"},"content.vb":"Public Shared music As Boolean"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
Positions where the hat can spawn in "keep-away" mode.
\n","Type":"field","Syntax":{"content":"public List hatSpawnPositions","return":{"type":"Global.List{Vector2}"},"content.vb":"Public hatSpawnPositions As List(Of Vector2)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
Positions where the hat can spawn in "keep-away" mode.
Sets up the game based on the selected game mode. This includes spawning players and setting their lives.
\n","Type":"method","Syntax":{"content":"public void StartGame()","content.vb":"Public Sub StartGame()"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"
Sets up the game based on the selected game mode. This includes spawning players and setting their lives.
Ends the game and determines the winner based on the current game mode.
\n","Type":"method","Syntax":{"content":"public void GameOver()","content.vb":"Public Sub GameOver()"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"
Ends the game and determines the winner based on the current game mode.
\n"}],"content.vb":"Public Sub UpdatePlayerHoldTime(player As GameObject, holdTime As Single)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"
Updates the hold time for a player and refreshes the leaderboard.
This class helps manage positions for the GameManager during development.\nIt allows adding hat spawn positions and player spawn positions directly in the editor.
\n","Type":"class","Syntax":{"content":"public class GameManagerHelper : MonoBehaviour","content.vb":"Public Class GameManagerHelper Inherits MonoBehaviour"},"File":"api/Game.GameManagerHelper.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManagerHelper.addHatPosition","Summary":"
If true, adds the current position of the "HELPER" object to the hat spawn positions in the GameManager.
\n","Type":"field","Syntax":{"content":"public bool addHatPosition","return":{"type":"System.Boolean"},"content.vb":"Public addHatPosition As Boolean"},"File":"api/Game.GameManagerHelper.yml","Metadata":{"type":"field","summary":"
If true, adds the current position of the "HELPER" object to the hat spawn positions in the GameManager.
This class manages the game's countdown timer.\nIt starts, updates, and stops the timer, and ends the game when time runs out.
\n","Type":"class","Syntax":{"content":"public class GameTimer : MonoBehaviour","content.vb":"Public Class GameTimer Inherits MonoBehaviour"},"File":"api/Game.GameTimer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameTimer.startTime","Summary":"
The starting time for the timer, in seconds.
\n","Type":"field","Syntax":{"content":"public float startTime","return":{"type":"System.Single"},"content.vb":"Public startTime As Single"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public Text timerText","return":{"type":"Global.Text"},"content.vb":"Public timerText As Text"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"field","summary":"
\n","Type":"method","Syntax":{"content":"public void StartTimer()","content.vb":"Public Sub StartTimer()"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"method","summary":"
This class manages the behavior of the hat in the game, including its respawn logic.\nThe hat can be picked up, dropped, and respawned after a certain amount of time.
\n","Type":"class","Syntax":{"content":"public class HatRespawn : MonoBehaviour","content.vb":"Public Class HatRespawn Inherits MonoBehaviour"},"File":"api/Game.HatRespawn.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HatRespawn.respawnTime","Summary":"
The amount of time (in seconds) before the hat respawns after being inactive.
\n","Type":"field","Syntax":{"content":"public const float respawnTime = 10","return":{"type":"System.Single"},"content.vb":"Public Const respawnTime As Single = 10"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"field","summary":"
The amount of time (in seconds) before the hat respawns after being inactive.
Updates the last interaction time when a player interacts with the hat.
\n","Type":"method","Syntax":{"content":"public void Interact()","content.vb":"Public Sub Interact()"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"method","summary":"
Updates the last interaction time when a player interacts with the hat.
\n","Type":"method","Syntax":{"content":"public void OnHatDropped()","content.vb":"Public Sub OnHatDropped()"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"method","summary":"
This class manages the health bars for all players in the game.\nIt creates, updates, and removes health bars as needed.
\n","Type":"class","Syntax":{"content":"public class HealthBarManager : MonoBehaviour","content.vb":"Public Class HealthBarManager Inherits MonoBehaviour"},"File":"api/Game.HealthBarManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HealthBarManager.healthBarPrefab","Summary":"
The template used to create new health bars.
\n","Type":"field","Syntax":{"content":"public GameObject healthBarPrefab","return":{"type":"Global.GameObject"},"content.vb":"Public healthBarPrefab As GameObject"},"File":"api/Game.HealthBarManager.yml","Metadata":{"type":"field","summary":"
This class manages the hub area of the game, including loading and unloading game scenes,\ncontrolling the hub camera, and managing game buttons.
\n","Type":"class","Syntax":{"content":"public class HubManager : MonoBehaviour","content.vb":"Public Class HubManager Inherits MonoBehaviour"},"File":"api/Game.HubManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HubManager.Instance","Summary":"
A single instance of this class that can be accessed from anywhere.
\n","Type":"field","Syntax":{"content":"public static HubManager Instance","return":{"type":"Game.HubManager"},"content.vb":"Public Shared Instance As HubManager"},"File":"api/Game.HubManager.yml","Metadata":{"type":"field","summary":"
A single instance of this class that can be accessed from anywhere.
Unloads the current game scene and reactivates the hub camera.
\n","Type":"method","Syntax":{"content":"public void UnloadGameScene()","content.vb":"Public Sub UnloadGameScene()"},"File":"api/Game.HubManager.yml","Metadata":{"type":"method","summary":"
Unloads the current game scene and reactivates the hub camera.
This class handles the infinite scrolling effect for the background.
\n","Type":"class","Syntax":{"content":"public class InfiniteScroll : MonoBehaviour","content.vb":"Public Class InfiniteScroll Inherits MonoBehaviour"},"File":"api/Game.InfiniteScroll.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.InfiniteScroll.speed","Summary":"
The speed at which the background scrolls.
\n","Type":"field","Syntax":{"content":"public float speed","return":{"type":"System.Single"},"content.vb":"Public speed As Single"},"File":"api/Game.InfiniteScroll.yml","Metadata":{"type":"field","summary":"
This class manages the leaderboard, including initializing player icons,\nupdating player positions, and displaying hold times.
\n","Type":"class","Syntax":{"content":"public class LeaderboardManager : MonoBehaviour","content.vb":"Public Class LeaderboardManager Inherits MonoBehaviour"},"File":"api/Game.LeaderboardManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LeaderboardManager.Instance","Summary":"
A single instance of this class that can be accessed from anywhere.
Updates the leaderboard by sorting players based on their hold times\nand adjusting their positions.
\n","Type":"method","Syntax":{"content":"public void UpdateLeaderboard()","content.vb":"Public Sub UpdateLeaderboard()"},"File":"api/Game.LeaderboardManager.yml","Metadata":{"type":"method","summary":"
Updates the leaderboard by sorting players based on their hold times\nand adjusting their positions.
\n"}],"content.vb":"Public Sub UpdatePlayerHoldTimeText(player As GameObject, holdTime As Single)"},"File":"api/Game.LeaderboardManager.yml","Metadata":{"type":"method","summary":"
Updates the hold time text for a specific player on the leaderboard.
This class manages the display of player lives, including creating life icons\nand updating them based on the player's remaining lives.
\n","Type":"class","Syntax":{"content":"public class LifeDisplayManager : MonoBehaviour","content.vb":"Public Class LifeDisplayManager Inherits MonoBehaviour"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LifeDisplayManager.players","Summary":"
The parent object that contains all player life displays.
\n","Type":"field","Syntax":{"content":"public GameObject players","return":{"type":"Global.GameObject"},"content.vb":"Public players As GameObject"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{"type":"field","summary":"
The parent object that contains all player life displays.
Hides the life display by deactivating the parent object.
\n","Type":"method","Syntax":{"content":"public void HideLifeDisplay()","content.vb":"Public Sub HideLifeDisplay()"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{"type":"method","summary":"
Hides the life display by deactivating the parent object.
This class manages the map selection process by setting the selected map\nbased on the active toggle in the toggle group.
\n","Type":"class","Syntax":{"content":"public class MapSelect : MonoBehaviour","content.vb":"Public Class MapSelect Inherits MonoBehaviour"},"File":"api/Game.MapSelect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ModeSelect","Summary":"
This class manages the game mode selection process by setting the game mode\nbased on the active toggle in the toggle group.
\n","Type":"class","Syntax":{"content":"public class ModeSelect : MonoBehaviour","content.vb":"Public Class ModeSelect Inherits MonoBehaviour"},"File":"api/Game.ModeSelect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MovingPlatform","Summary":"
This class controls a platform that moves between specified points in a loop.
\n","Type":"class","Syntax":{"content":"public class MovingPlatform : MonoBehaviour","content.vb":"Public Class MovingPlatform Inherits MonoBehaviour"},"File":"api/Game.MovingPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MovingPlatform.platform","Summary":"
The platform object that will move.
\n","Type":"field","Syntax":{"content":"public Transform platform","return":{"type":"Global.Transform"},"content.vb":"Public platform As Transform"},"File":"api/Game.MovingPlatform.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public int startPoint","return":{"type":"System.Int32"},"content.vb":"Public startPoint As Integer"},"File":"api/Game.MovingPlatform.yml","Metadata":{"type":"field","summary":"
This class controls the visibility of an object based on the current game mode.
\n","Type":"class","Syntax":{"content":"public class ObjectVisibility : MonoBehaviour","content.vb":"Public Class ObjectVisibility Inherits MonoBehaviour"},"File":"api/Game.ObjectVisibility.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ObstacleCourse","Summary":"
This class handles the logic for detecting when a player completes the obstacle course.
\n","Type":"class","Syntax":{"content":"public class ObstacleCourse : MonoBehaviour","content.vb":"Public Class ObstacleCourse Inherits MonoBehaviour"},"File":"api/Game.ObstacleCourse.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ObstacleCourse.playerWon","Summary":"
The player who successfully completes the obstacle course.
\n","Type":"field","Syntax":{"content":"public static GameObject playerWon","return":{"type":"Global.GameObject"},"content.vb":"Public Shared playerWon As GameObject"},"File":"api/Game.ObstacleCourse.yml","Metadata":{"type":"field","summary":"
The player who successfully completes the obstacle course.
This class is used to create cards for players when they join the game.
\n","Type":"class","Syntax":{"content":"public class PlayerCardCreator : MonoBehaviour","content.vb":"Public Class PlayerCardCreator Inherits MonoBehaviour"},"File":"api/Game.PlayerCardCreator.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerCardCreator.Instance","Summary":"
A single instance of this class that can be accessed from anywhere.
\n","Type":"field","Syntax":{"content":"public static PlayerCardCreator Instance","return":{"type":"Game.PlayerCardCreator"},"content.vb":"Public Shared Instance As PlayerCardCreator"},"File":"api/Game.PlayerCardCreator.yml","Metadata":{"type":"field","summary":"
A single instance of this class that can be accessed from anywhere.
This class represents a player join card, displaying the player's number\nand preview in the game lobby.
\n","Type":"class","Syntax":{"content":"public class PlayerJoinCard : MonoBehaviour","content.vb":"Public Class PlayerJoinCard Inherits MonoBehaviour"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerJoinCard.playerPreview","Summary":"
The preview object representing the player.
\n","Type":"field","Syntax":{"content":"public GameObject playerPreview","return":{"type":"Global.GameObject"},"content.vb":"Public playerPreview As GameObject"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public int playerNumber","return":{"type":"System.Int32"},"content.vb":"Public playerNumber As Integer"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{"type":"field","summary":"
This class handles respawning objects when they collide with a trigger tagged with a specific value.
\n","Type":"class","Syntax":{"content":"public class RespawnOnTriggerEnter : MonoBehaviour","content.vb":"Public Class RespawnOnTriggerEnter Inherits MonoBehaviour"},"File":"api/Game.RespawnOnTriggerEnter.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.RespawnOnTriggerEnter.spawnPoint","Summary":"
The spawn point where the object will respawn.
\n","Type":"field","Syntax":{"content":"public Vector2 spawnPoint","return":{"type":"Global.Vector2"},"content.vb":"Public spawnPoint As Vector2"},"File":"api/Game.RespawnOnTriggerEnter.yml","Metadata":{"type":"field","summary":"
This class manages the health bar visuals for a player, including updating\nthe health bar's size, position, and color based on the player's current health.
\n","Type":"class","Syntax":{"content":"public class TerribleHealthBarScript : MonoBehaviour","content.vb":"Public Class TerribleHealthBarScript Inherits MonoBehaviour"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.fullHealthColor","Summary":"
The color of the health bar when the player is at full health.
\n","Type":"field","Syntax":{"content":"public Color fullHealthColor","return":{"type":"Global.Color"},"content.vb":"Public fullHealthColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The color of the health bar when the player is at full health.
The color of the health bar when the player is at zero health.
\n","Type":"field","Syntax":{"content":"public Color fullDeathColor","return":{"type":"Global.Color"},"content.vb":"Public fullDeathColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The color of the health bar when the player is at zero health.
\n","Type":"field","Syntax":{"content":"public Color subtractionColor","return":{"type":"Global.Color"},"content.vb":"Public subtractionColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The text element displaying the player's current and maximum health.
\n","Type":"field","Syntax":{"content":"public TextMeshProUGUI text","return":{"type":"Global.TextMeshProUGUI"},"content.vb":"Public text As TextMeshProUGUI"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The text element displaying the player's current and maximum health.
\n","Type":"field","Syntax":{"content":"public GameObject player","return":{"type":"Global.GameObject"},"content.vb":"Public player As GameObject"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
Manages the win screen display for the game.\nDisplays the winning player's information and triggers the win screen animation.
\n","Type":"class","Syntax":{"content":"public class WinScreen : MonoBehaviour","content.vb":"Public Class WinScreen Inherits MonoBehaviour"},"File":"api/Game.WinScreen.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.WinScreen.Instance","Summary":"
A singleton instance of the class.\nEnsures only one instance of the WinScreen exists at a time.
\n","Type":"field","Syntax":{"content":"public static WinScreen Instance","return":{"type":"Game.WinScreen"},"content.vb":"Public Shared Instance As WinScreen"},"File":"api/Game.WinScreen.yml","Metadata":{"type":"field","summary":"
A singleton instance of the class.\nEnsures only one instance of the WinScreen exists at a time.
A list of text elements used to display player information on the win screen.
\n","Type":"field","Syntax":{"content":"public List playerTexts","return":{"type":"Global.List{TextMeshProUGUI}"},"content.vb":"Public playerTexts As List(Of TextMeshProUGUI)"},"File":"api/Game.WinScreen.yml","Metadata":{"type":"field","summary":"
A list of text elements used to display player information on the win screen.
This class manages the playback of sound effects in the game.\nIt provides functionality to play specific sounds by name and ensures a singleton instance for global access.
\n","Type":"class","Syntax":{"content":"public class AudioManager : MonoBehaviour","content.vb":"Public Class AudioManager Inherits MonoBehaviour"},"File":"api/Music.AudioManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.AudioManager.soundEffects","Summary":"
A list of all sound effects managed by the AudioManager.
\n","Type":"field","Syntax":{"content":"public List soundEffects","return":{"type":"Global.List{Music.SoundEffect}"},"content.vb":"Public soundEffects As List(Of SoundEffect)"},"File":"api/Music.AudioManager.yml","Metadata":{"type":"field","summary":"
A list of all sound effects managed by the AudioManager.
Manages the music playlists for the game.\nHandles the initialization, playback, and shuffling of music tracks based on the active scene.
\n","Type":"class","Syntax":{"content":"public class MusicManager : MonoBehaviour","content.vb":"Public Class MusicManager Inherits MonoBehaviour"},"File":"api/Music.MusicManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.MusicManager.Instance","Summary":"
A singleton instance of the class.\nEnsures only one instance of the MusicManager exists at a time.
\n","Type":"field","Syntax":{"content":"public static MusicManager Instance","return":{"type":"Music.MusicManager"},"content.vb":"Public Shared Instance As MusicManager"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"field","summary":"
A singleton instance of the class.\nEnsures only one instance of the MusicManager exists at a time.
\n","Type":"field","Syntax":{"content":"public List playlists","return":{"type":"Global.List{Music.Playlist}"},"content.vb":"Public playlists As List(Of Playlist)"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"field","summary":"
Starts the music playlist for the current active scene.
\n","Type":"method","Syntax":{"content":"public void StartPlaylist()","content.vb":"Public Sub StartPlaylist()"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"method","summary":"
Starts the music playlist for the current active scene.
The name of the active scene, or "Title Screen" if no other scene is active.
\n"},"content.vb":"Public Shared Function GetActiveSceneNotTitleScreen() As String"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"method","summary":"
Gets the name of the currently active scene, excluding the "Title Screen".
Represents a playlist of music tracks.\nContains information about the tracks, their associated scenes, and playback settings.
\n","Type":"class","Syntax":{"content":"[Serializable]\npublic class Playlist","content.vb":"\nPublic Class Playlist"},"File":"api/Music.Playlist.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.Playlist.trackName","Summary":"
The name of the playlist.
\n","Type":"field","Syntax":{"content":"public string trackName","return":{"type":"System.String"},"content.vb":"Public trackName As String"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public List trackScenes","return":{"type":"Global.List{System.String}"},"content.vb":"Public trackScenes As List(Of String)"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public List songs","return":{"type":"Global.List{AudioClip}"},"content.vb":"Public songs As List(Of AudioClip)"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"
Represents a sound effect, including its name and associated AudioSource.
\n","Type":"class","Syntax":{"content":"public class SoundEffect","content.vb":"Public Class SoundEffect"},"File":"api/Music.SoundEffect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.SoundEffect.name","Summary":"
The name of the sound effect.
\n","Type":"field","Syntax":{"content":"public string name","return":{"type":"System.String"},"content.vb":"Public name As String"},"File":"api/Music.SoundEffect.yml","Metadata":{"type":"field","summary":"
\n"}],"content.vb":"Public Sub New(name As String, audioSource As AudioSource)"},"File":"api/Music.SoundEffect.yml","Metadata":{"type":"constructor","summary":"
Represents a single layer of a music track.\nEach layer can be triggered and controlled independently based on game events or conditions.
\n","Type":"class","Syntax":{"content":"[Serializable]\npublic class TrackLayer","content.vb":"\nPublic Class TrackLayer"},"File":"api/Music.TrackLayer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.layerName","Summary":"
The name of the music layer.
\n","Type":"field","Syntax":{"content":"public string layerName","return":{"type":"System.String"},"content.vb":"Public layerName As String"},"File":"api/Music.TrackLayer.yml","Metadata":{"type":"field","summary":"
A list of scenes where this layer is active.\nIf empty, the layer is active in all scenes.
\n","Type":"field","Syntax":{"content":"public List layerScenes","return":{"type":"Global.List{System.String}"},"content.vb":"Public layerScenes As List(Of String)"},"File":"api/Music.TrackLayer.yml","Metadata":{"type":"field","summary":"
A list of scenes where this layer is active.\nIf empty, the layer is active in all scenes.
This class manages the player's animations, including setting animation states,\nhandling directional changes, and triggering specific animations like punching.
\n","Type":"class","Syntax":{"content":"public class AnimationPlayer : MonoBehaviour","content.vb":"Public Class AnimationPlayer Inherits MonoBehaviour"},"File":"api/Player.AnimationPlayer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.state","Summary":"
The current animation state of the player.
\n","Type":"field","Syntax":{"content":"public AnimationPlayer.AnimationState state","return":{"type":"Player.AnimationPlayer.AnimationState"},"content.vb":"Public state As AnimationPlayer.AnimationState"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"field","summary":"
\n"}],"content.vb":"Public Sub SetState(state As AnimationPlayer.AnimationState)"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"method","summary":"
\n","Type":"method","Syntax":{"content":"public void Punch()","content.vb":"Public Sub Punch()"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"method","summary":"
This class handles the player's ability to block and parry incoming attacks.\nBlocking reduces damage, while parrying reflects attacks if timed correctly.
\n","Type":"class","Syntax":{"content":"public class Block : MonoBehaviour","content.vb":"Public Class Block Inherits MonoBehaviour"},"File":"api/Player.Block.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Block.blocking","Summary":"
Indicates whether the player is currently blocking.
\n","Type":"field","Syntax":{"content":"public bool blocking","return":{"type":"System.Boolean"},"content.vb":"Public blocking As Boolean"},"File":"api/Player.Block.yml","Metadata":{"type":"field","summary":"
Indicates whether the player is currently blocking.
This class handles the player's ability to take damage, die, and respawn.\nIt also manages interactions like blocking, parrying, and dropping items when hit.
\n","Type":"class","Syntax":{"content":"public class Damageable : MonoBehaviour","content.vb":"Public Class Damageable Inherits MonoBehaviour"},"File":"api/Player.Damageable.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.force","Summary":"
The force applied to the player when hit.
\n","Type":"field","Syntax":{"content":"public float force","return":{"type":"System.Single"},"content.vb":"Public force As Single"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public int lives","return":{"type":"System.Int32"},"content.vb":"Public lives As Integer"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"
Handles player state after death and resets dying state after respawn.
\n","Type":"method","Syntax":{"content":"public void HandleDeath()","content.vb":"Public Sub HandleDeath()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"
Handles player state after death and resets dying state after respawn.
Respawns the player at the spawn position and resets damage/health bar.
\n","Type":"method","Syntax":{"content":"public void Respawn()","content.vb":"Public Sub Respawn()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"
Respawns the player at the spawn position and resets damage/health bar.
\n","Type":"method","Syntax":{"content":"public void ResetDamage()","content.vb":"Public Sub ResetDamage()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"
This class controls the movement of the camera to follow players during the game.\nIt also handles special behavior for the camera in the win scene.
\n","Type":"class","Syntax":{"content":"public class PlayerCameraMovement : MonoBehaviour","content.vb":"Public Class PlayerCameraMovement Inherits MonoBehaviour"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerCameraMovement.weight","Summary":"
The weight used to blend between the camera's starting position and the players' average position.
\n","Type":"field","Syntax":{"content":"public float weight","return":{"type":"System.Single"},"content.vb":"Public weight As Single"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{"type":"field","summary":"
The weight used to blend between the camera's starting position and the players' average position.
This class manages player-related functionality, such as joining, leaving, and assigning colors.\nIt also handles starting the game once players have joined.
\n","Type":"class","Syntax":{"content":"public class PlayerManager : MonoBehaviour","content.vb":"Public Class PlayerManager Inherits MonoBehaviour"},"File":"api/Player.PlayerManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerManager.Instance","Summary":"
The singleton instance of the class.
\n","Type":"field","Syntax":{"content":"public static PlayerManager Instance","return":{"type":"Player.PlayerManager"},"content.vb":"Public Shared Instance As PlayerManager"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"
A list of player join cards, which represent players in the UI.
\n","Type":"field","Syntax":{"content":"public List cards","return":{"type":"Global.List{Game.PlayerJoinCard}"},"content.vb":"Public cards As List(Of PlayerJoinCard)"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"
A list of player join cards, which represent players in the UI.
A list of colors assigned to players for identification.
\n","Type":"field","Syntax":{"content":"public List playerColors","return":{"type":"Global.List{Color}"},"content.vb":"Public playerColors As List(Of Color)"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"
A list of colors assigned to players for identification.
Starts the game if at least one player has joined.
\n","Type":"method","Syntax":{"content":"public void StartGame()","content.vb":"Public Sub StartGame()"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"method","summary":"
Starts the game if at least one player has joined.
This class handles the player's movement, including walking, jumping, and animations.\nIt also manages input, physics, and interactions with the ground.
\n","Type":"class","Syntax":{"content":"public class PlayerMovement : MonoBehaviour","content.vb":"Public Class PlayerMovement Inherits MonoBehaviour"},"File":"api/Player.PlayerMovement.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.ground","Summary":"
Layers considered as ground for the player.
\n","Type":"field","Syntax":{"content":"public LayerMask ground","return":{"type":"Global.LayerMask"},"content.vb":"Public ground As LayerMask"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"
\n"},"content.vb":"Public Function GetPointInBoxCollider(boxCollider2D As BoxCollider2D, horizontal As Single, vertical As Single) As Vector2"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"method","summary":"
Gets a point on the BoxCollider2D based on horizontal and vertical multipliers.
Stops the player's velocity if grounded, removing inertia.
\n","Type":"method","Syntax":{"content":"public void StopVelocity()","content.vb":"Public Sub StopVelocity()"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"method","summary":"
Stops the player's velocity if grounded, removing inertia.
This class handles the punching mechanic for the player, including triggering animations,\nenabling and disabling the hurtbox, and managing player speed during a punch.
\n","Type":"class","Syntax":{"content":"public class Punch : MonoBehaviour","content.vb":"Public Class Punch Inherits MonoBehaviour"},"File":"api/Player.Punch.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Punch.cancelable","Summary":"
Determines whether the player can cancel their punch action.
\n","Type":"field","Syntax":{"content":"public bool cancelable","return":{"type":"System.Boolean"},"content.vb":"Public cancelable As Boolean"},"File":"api/Player.Punch.yml","Metadata":{"type":"field","summary":"
Determines whether the player can cancel their punch action.
Enables the hurtbox, allowing the punch to interact with other objects.
\n","Type":"method","Syntax":{"content":"public void EnableHurtbox()","content.vb":"Public Sub EnableHurtbox()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Enables the hurtbox, allowing the punch to interact with other objects.
Disables the hurtbox, preventing the punch from interacting with other objects.
\n","Type":"method","Syntax":{"content":"public void DisableHurtbox()","content.vb":"Public Sub DisableHurtbox()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Disables the hurtbox, preventing the punch from interacting with other objects.
\n","Type":"method","Syntax":{"content":"public void DisableCancellation()","content.vb":"Public Sub DisableCancellation()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
\n","Type":"method","Syntax":{"content":"public void EnableCancellation()","content.vb":"Public Sub EnableCancellation()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Resets the player's movement speed to its maximum value after the punch is complete.
\n","Type":"method","Syntax":{"content":"public void ReturnToMaxSpeed()","content.vb":"Public Sub ReturnToMaxSpeed()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Resets the player's movement speed to its maximum value after the punch is complete.
This class handles teleportation for platforms and players when they collide with the teleport trigger.\nIt can teleport either the platform itself or a player to a specified location.
\n","Type":"class","Syntax":{"content":"public class TeleportPlatform : MonoBehaviour","content.vb":"Public Class TeleportPlatform Inherits MonoBehaviour"},"File":"api/Player.TeleportPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.TeleportPlatform.teleportPoint","Summary":"
The position where the platform or player will be teleported.
\n","Type":"field","Syntax":{"content":"public Vector2 teleportPoint","return":{"type":"Global.Vector2"},"content.vb":"Public teleportPoint As Vector2"},"File":"api/Player.TeleportPlatform.yml","Metadata":{"type":"field","summary":"
The position where the platform or player will be teleported.
This class allows a player to pick up, hold, and drop items during the game.\nIt is primarily used for managing interactions with the "hat" in "keep-away" mode.
\n","Type":"class","Syntax":{"content":"public class UseItem : MonoBehaviour","content.vb":"Public Class UseItem Inherits MonoBehaviour"},"File":"api/Player.UseItem.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.UseItem.holdTime","Summary":"
The total time the player has held the item.
\n","Type":"field","Syntax":{"content":"public float holdTime","return":{"type":"System.Single"},"content.vb":"Public holdTime As Single"},"File":"api/Player.UseItem.yml","Metadata":{"type":"field","summary":"
The position where the item will be held (e.g., above the player's head).
\n","Type":"field","Syntax":{"content":"public Transform head","return":{"type":"Global.Transform"},"content.vb":"Public head As Transform"},"File":"api/Player.UseItem.yml","Metadata":{"type":"field","summary":"
The position where the item will be held (e.g., above the player's head).
Allows the player to drop the item they are holding.
\n","Type":"method","Syntax":{"content":"public void DropItem()","content.vb":"Public Sub DropItem()"},"File":"api/Player.UseItem.yml","Metadata":{"type":"method","summary":"
Allows the player to drop the item they are holding.
This class manages the playback of sound effects in the game.
+It provides functionality to play specific sounds by name and ensures a singleton instance for global access.
This class helps manage positions for the GameManager during development.\nIt allows adding hat spawn positions and player spawn positions directly in the editor.
The GameManager class manages the overall game logic, including game modes, player states,\ngame events, and game-over conditions. It ensures a single instance exists and provides\nfunctionality for starting, updating, and ending the game.
This class handles the player's movement, including walking, jumping, and animations.\nIt also manages input, physics, and interactions with the ground.
This class allows a player to pick up, hold, and drop items during the game.\nIt is primarily used for managing interactions with the "hat" in "keep-away" mode.
This class manages the health bar visuals for a player, including updating\nthe health bar's size, position, and color based on the player's current health.
This class manages the behavior of the hat in the game, including its respawn logic.\nThe hat can be picked up, dropped, and respawned after a certain amount of time.
This class controls platforms that fall when touched by a player or another platform.\nThe platform will fall after a delay and then reset to its original position.
This class manages the player's animations, including setting animation states,\nhandling directional changes, and triggering specific animations like punching.
This class handles teleportation for platforms and players when they collide with the teleport trigger.\nIt can teleport either the platform itself or a player to a specified location.
This class handles the player's ability to take damage, die, and respawn.\nIt also manages interactions like blocking, parrying, and dropping items when hit.
This class handles the punching mechanic for the player, including triggering animations,\nenabling and disabling the hurtbox, and managing player speed during a punch.
The GameManager class manages the overall game logic, including game modes, player states,\ngame events, and game-over conditions. It ensures a single instance exists and provides\nfunctionality for starting, updating, and ending the game.
This class manages player-related functionality, such as joining, leaving, and assigning colors.\nIt also handles starting the game once players have joined.
This class manages the playback of sound effects in the game.\nIt provides functionality to play specific sounds by name and ensures a singleton instance for global access.
This class handles the player's ability to block and parry incoming attacks.\nBlocking reduces damage, while parrying reflects attacks if timed correctly.
Lorem markdownum quos stimulosque altos. Putat nubes molle Troiae vero dea;
+nostraque plurima. Vos de mihi, credidit: salibus et
+iacuit, volvitur sunt unda fronti deriguisse refert.
+
Sumpsisse viso
+
Nubila nomine. Purpura se o et causa parva ripas, adsonat saevaque; quid modo
+ambo et venere voveo. Sine et esse, illa tempore, sive tibi roseo, ministerio
+altos. Trepident medicamine, primasque cum et peregit
+dapibusque quoslibet hominis quoque insula.
+Tepentibus ut Cecropios ab turba, est auro ferventi aliter duratos feres
+differtis Ausoniis potes, non noctis Laertaque iuvenes.
+
Caelumque vestigia
+
Et promissa fila sentiet leges; Phrygiae et levatus ferire? Salutifer coniugis
+fierent ante fecissent post vultumque ultima, per radios currere; tandem.
+Fuerat qua, ne foedera reformatus nunc
+diu dea audet nonne.
+
+
Ut utinam mitia tenuerunt movent spectans Mavortis nulla ite, somnos exsiccata
+dixit Aeetias. Binas Trinacriam album ex ipse. Quoque una utraque tardius
+placetque gerere; mariti sed dare ludunt memorante Delphice corpora. Caret
+quantum intellegat venis gaudent eurus. Et suos crista; has et ferarum quid
+audit omine; mea cum praemia quae duris, suspicor.
+
+
Adflati qui
+
Spiro conata supprimit diemque; ora oblitus ensem alti non quo lacrimis ferunt,
+ageret Cebrenida rutilis delendaque? Terras lata modus: nec fas, misi utque
+adpositis Iunonis. Fide vidit, ferox Schoeneia mundi, voce, tellus pariterque
+pedum, sic Celadon securior corpora partesque posito.
+
+
Potest faxo unda pendulaque ille rostro, haesit pars: formidine captat,
+viseret simulaverat! Sequi est peragit flumineae pallent simulatas formae
+avulsa, imagine undis; formam. Et nec sed adeunt, huic aequa et ignes nec,
+medere terram. Move ipsum abnuat retemptat retinebat duabus diu Iovi est
+pluma. Tecum non deducit Pelops Inachus: arcet aliquemque, regia telo.
+
+
Tollens altore nec semel qui voce Palatinae
+
Apertis et dei duo inquit; luna secundo, fervida terret. In haec dextra
+septima Tydides tibi: congelat hospes nativum radice tegumenque membris
+Hesperio ne Libys, est vocabula siqua. Dumque stet
+mulces, ut fontem dea atricolor, est pronos,
+clarissimus poterat cum intrare sidere templi.
Sagitta curvum quoque petisti opibusque proximitas in, illa vestrum, mihi domum
+nescia flexit sacra in. Magni vive sim crescente causam saxo voluit, mens,
+quod. Tela ter ulterius similis illos nato refugit ait verbaque nec fatigatum
+penates iaculatricemque cecidit pinnas, cum. Misso contigit caelo dedissent
+lumina; nympha ad vobis occidat, malo sacra utrumque cunctos Diomedeos addita.
+Virgineus autumnos, ait mitissima curru: fuit sed fessi se habebat hactenus
+Ultor; meus.
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.
This class handles teleportation for platforms and players when they collide with the teleport trigger.
+It can teleport either the platform itself or a player to a specified location.
This class manages player-related functionality, such as joining, leaving, and assigning colors.
+It also handles starting the game once players have joined.
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.
Lorem markdownum cavis exululat inutile. Illi quem caeli, vola patruo difficili
+Iuppiter Patraeque, est ardebant ingeniis Troica intus Amore tibi mirantem
+superfusis, multum.
+
+
Ut Achilles
+
Et sitim
+
Tibi modo ait temptant crinita daret
+
Pariter in removi offensasque Lenaeo damno terra
+
+
Phoebes ut damnosa classis ignes templo; tua ulla capillos ultima. Videre
+percusso plectro templa fuit diva minimum debere, quid nomen Philomela animis.
+Verbis istis flagrat vulnera inpediique ignes. Gravi filo obvius arte Amphionis
+Panes emisitque iubet.
+
Latona te timens
+
Latentia ante, eundem meritorum sunto! Elige in timuit templa ferrea, qui arma
+ligati stagnum turbant. Fraternaque aeternus, dedisse, naufragus corripiens
+ranas Amathunta et quod laetior culpa nec semper scorpius fuit vicem corpora
+ardere. Fallit in artus primordia, fratres per aliis, ipsi manu Asiae quod
+marmorea.
Lumina ut tamen praesentia vidistis nymphae auroque
+
Bromumque in portant furorem. Visa init resurgere praevitiat canibus et,
+dedignata turea, ilia.
+
+
Pisenore mensura insula aere nec per o gladium causa: Alcidae. Veris sentes
+pallet, alta melius nostra amborum probant, deam. Iuventae dedimus nitidaque
+hunc traxisse sermonibus pectine flecti an
+pateres, hac ore gelidis foret semper. Sithon pelle.
+
+
Bracchia Hippason videntur fateri hosti: palpitat animo est reliquit anne nam
+confusaque. Interea rex altis munera quem quae quoque rorant, rauco albescere
+scopulo moriensque parvo, pectus illa, quadrupedes.
+
Notavit haec. Vertit pars quem Euryte casu usta iterum! Ablatum pectus
+corripiunt neu humus tamquam; ducens stellarum amore. Pulsisque latet, ad tamen
+victor fulva Tirynthius posco; qui inque in poena quidem
+enses!
Gets a list of all players who are still alive in the game.
+
+
+
Declaration
+
+
public List<GameObject> AlivePlayers()
+
+
Returns
+
+
+
+
Type
+
Description
+
+
+
+
+
List<><GameObject>
+
A list of players who are still active in the game.
+
+
+
+
+
Remarks
+
This method checks all players in the game and returns only those who are still active.
+A player is considered "alive" if their GameObject is active in the scene.
+
+
+
+
+
GameOver()
+
Ends the game and determines the winner based on the current game mode.
+
+
+
Declaration
+
+
public void GameOver()
+
+
Remarks
+
This method handles the end-of-game logic, such as stopping the timer, hiding UI elements,
+and determining the winner based on the GameManager.GameMode. It also triggers the
+EndGameEvent for any subscribed listeners.
+
In "free-for-all" mode, the last alive player is declared the winner. In "keep-away" mode,
+the player with the longest hold time wins. In "obstacle course" mode, the winner is determined
+by the ObstacleCourse logic.
+
+
Examples
+
GameManager.Instance.GameOver();
+
+
+
+
+
PlayerDied(Damageable)
+
Handles what happens when a player dies, like respawning them or ending the game.
Sets up the game based on the selected game mode. This includes spawning players and setting their lives.
+
+
+
Declaration
+
+
public void StartGame()
+
+
+
+
+
UpdatePlayerHoldTime(GameObject, float)
+
Updates the hold time for a player and refreshes the leaderboard.
+
+
+
Declaration
+
+
public void UpdatePlayerHoldTime(GameObject player, float holdTime)
+
+
Parameters
+
+
+
+
Type
+
Name
+
Description
+
+
+
+
+
GameObject
+
player
+
The player whose hold time is being updated.
+
+
+
+
float
+
holdTime
+
The new hold time for the player.
+
+
+
+
+
Remarks
+
This method updates the player's hold time in the dictionary and refreshes the leaderboard UI.
+If the player's hold time is higher than before, the leaderboard is re-sorted.
This class handles the player's movement, including walking, jumping, and animations.
+It also manages input, physics, and interactions with the ground.
Lorem markdownum quos stimulosque altos. Putat nubes molle Troiae vero dea;
+nostraque plurima. Vos de mihi, credidit: salibus et
+iacuit, volvitur sunt unda fronti deriguisse refert.
+
Sumpsisse viso
+
Nubila nomine. Purpura se o et causa parva ripas, adsonat saevaque; quid modo
+ambo et venere voveo. Sine et esse, illa tempore, sive tibi roseo, ministerio
+altos. Trepident medicamine, primasque cum et peregit
+dapibusque quoslibet hominis quoque insula.
+Tepentibus ut Cecropios ab turba, est auro ferventi aliter duratos feres
+differtis Ausoniis potes, non noctis Laertaque iuvenes.
+
Caelumque vestigia
+
Et promissa fila sentiet leges; Phrygiae et levatus ferire? Salutifer coniugis
+fierent ante fecissent post vultumque ultima, per radios currere; tandem.
+Fuerat qua, ne foedera reformatus nunc
+diu dea audet nonne.
+
+
Ut utinam mitia tenuerunt movent spectans Mavortis nulla ite, somnos exsiccata
+dixit Aeetias. Binas Trinacriam album ex ipse. Quoque una utraque tardius
+placetque gerere; mariti sed dare ludunt memorante Delphice corpora. Caret
+quantum intellegat venis gaudent eurus. Et suos crista; has et ferarum quid
+audit omine; mea cum praemia quae duris, suspicor.
+
+
Adflati qui
+
Spiro conata supprimit diemque; ora oblitus ensem alti non quo lacrimis ferunt,
+ageret Cebrenida rutilis delendaque? Terras lata modus: nec fas, misi utque
+adpositis Iunonis. Fide vidit, ferox Schoeneia mundi, voce, tellus pariterque
+pedum, sic Celadon securior corpora partesque posito.
+
+
Potest faxo unda pendulaque ille rostro, haesit pars: formidine captat,
+viseret simulaverat! Sequi est peragit flumineae pallent simulatas formae
+avulsa, imagine undis; formam. Et nec sed adeunt, huic aequa et ignes nec,
+medere terram. Move ipsum abnuat retemptat retinebat duabus diu Iovi est
+pluma. Tecum non deducit Pelops Inachus: arcet aliquemque, regia telo.
+
+
Tollens altore nec semel qui voce Palatinae
+
Apertis et dei duo inquit; luna secundo, fervida terret. In haec dextra
+septima Tydides tibi: congelat hospes nativum radice tegumenque membris
+Hesperio ne Libys, est vocabula siqua. Dumque stet
+mulces, ut fontem dea atricolor, est pronos,
+clarissimus poterat cum intrare sidere templi.
Sagitta curvum quoque petisti opibusque proximitas in, illa vestrum, mihi domum
+nescia flexit sacra in. Magni vive sim crescente causam saxo voluit, mens,
+quod. Tela ter ulterius similis illos nato refugit ait verbaque nec fatigatum
+penates iaculatricemque cecidit pinnas, cum. Misso contigit caelo dedissent
+lumina; nympha ad vobis occidat, malo sacra utrumque cunctos Diomedeos addita.
+Virgineus autumnos, ait mitissima curru: fuit sed fessi se habebat hactenus
+Ultor; meus.
This class allows a player to pick up, hold, and drop items during the game.
+It is primarily used for managing interactions with the "hat" in "keep-away" mode.
This class manages the player's animations, including setting animation states,
+handling directional changes, and triggering specific animations like punching.
This class handles the player's ability to block and parry incoming attacks.
+Blocking reduces damage, while parrying reflects attacks if timed correctly.
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.
This class manages player-related functionality, such as joining, leaving, and assigning colors.
+It also handles starting the game once players have joined.
This class handles the player's movement, including walking, jumping, and animations.
+It also manages input, physics, and interactions with the ground.
This class handles the punching mechanic for the player, including triggering animations,
+enabling and disabling the hurtbox, and managing player speed during a punch.
This class handles teleportation for platforms and players when they collide with the teleport trigger.
+It can teleport either the platform itself or a player to a specified location.
This class allows a player to pick up, hold, and drop items during the game.
+It is primarily used for managing interactions with the "hat" in "keep-away" mode.
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.
This class helps manage positions for the GameManager during development.
+It allows adding hat spawn positions and player spawn positions directly in the editor.
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.
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.
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.
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.
This class allows a player to pick up, hold, and drop items during the game.
+It is primarily used for managing interactions with the "hat" in "keep-away" mode.
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.
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.
This class handles teleportation for platforms and players when they collide with the teleport trigger.
+It can teleport either the platform itself or a player to a specified location.
This class manages the player's animations, including setting animation states,
+handling directional changes, and triggering specific animations like punching.
This class manages the playback of sound effects in the game.
+It provides functionality to play specific sounds by name and ensures a singleton instance for global access.
This class allows a player to pick up, hold, and drop items during the game.
+It is primarily used for managing interactions with the "hat" in "keep-away" mode.
This class manages the player's animations, including setting animation states,
+handling directional changes, and triggering specific animations like punching.
Gets a list of all players who are still alive in the game.
+
+
+
Declaration
+
+
public List<GameObject> AlivePlayers()
+
+
Returns
+
+
+
+
Type
+
Description
+
+
+
+
+
List<><GameObject>
+
A list of players who are still active in the game.
+
+
+
+
+
Remarks
+
This method checks all players in the game and returns only those who are still active.
+A player is considered "alive" if their GameObject is active in the scene.
+
+
+
+
+
GameOver()
+
Ends the game and determines the winner based on the current game mode.
+
+
+
Declaration
+
+
public void GameOver()
+
+
Remarks
+
This method handles the end-of-game logic, such as stopping the timer, hiding UI elements,
+and determining the winner based on the GameManager.GameMode. It also triggers the
+EndGameEvent for any subscribed listeners.
+
In "free-for-all" mode, the last alive player is declared the winner. In "keep-away" mode,
+the player with the longest hold time wins. In "obstacle course" mode, the winner is determined
+by the ObstacleCourse logic.
+
+
Examples
+
GameManager.Instance.GameOver();
+
+
+
+
+
PlayerDied(Damageable)
+
Handles what happens when a player dies, like respawning them or ending the game.
Sets up the game based on the selected game mode. This includes spawning players and setting their lives.
+
+
+
Declaration
+
+
public void StartGame()
+
+
+
+
+
UpdatePlayerHoldTime(GameObject, float)
+
Updates the hold time for a player and refreshes the leaderboard.
+
+
+
Declaration
+
+
public void UpdatePlayerHoldTime(GameObject player, float holdTime)
+
+
Parameters
+
+
+
+
Type
+
Name
+
Description
+
+
+
+
+
GameObject
+
player
+
The player whose hold time is being updated.
+
+
+
+
float
+
holdTime
+
The new hold time for the player.
+
+
+
+
+
Remarks
+
This method updates the player's hold time in the dictionary and refreshes the leaderboard UI.
+If the player's hold time is higher than before, the leaderboard is re-sorted.
This class manages the player's animations, including setting animation states,
+handling directional changes, and triggering specific animations like punching.
This class handles the player's ability to block and parry incoming attacks.
+Blocking reduces damage, while parrying reflects attacks if timed correctly.
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.
This class manages player-related functionality, such as joining, leaving, and assigning colors.
+It also handles starting the game once players have joined.
This class handles the player's movement, including walking, jumping, and animations.
+It also manages input, physics, and interactions with the ground.
This class handles the punching mechanic for the player, including triggering animations,
+enabling and disabling the hurtbox, and managing player speed during a punch.
This class handles teleportation for platforms and players when they collide with the teleport trigger.
+It can teleport either the platform itself or a player to a specified location.
This class allows a player to pick up, hold, and drop items during the game.
+It is primarily used for managing interactions with the "hat" in "keep-away" mode.
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.
This class helps manage positions for the GameManager during development.
+It allows adding hat spawn positions and player spawn positions directly in the editor.
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.
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.
A type of event that happens during the game, like when it starts or ends.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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@@ -0,0 +1 @@
+[{"Uid":"Game.DayNightCycle","Type":"class","Syntax":{"content":"public class DayNightCycle : MonoBehaviour","content.vb":"Public Class DayNightCycle Inherits MonoBehaviour"},"File":"api/Game.DayNightCycle.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.daySky","Type":"field","Syntax":{"content":"public SpriteRenderer daySky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public daySky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningSky","Type":"field","Syntax":{"content":"public SpriteRenderer eveningSky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningSky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightSky","Type":"field","Syntax":{"content":"public SpriteRenderer nightSky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightSky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.dayBackClouds","Type":"field","Syntax":{"content":"public SpriteRenderer dayBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public dayBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningBackClouds","Type":"field","Syntax":{"content":"public SpriteRenderer eveningBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightBackClouds","Type":"field","Syntax":{"content":"public SpriteRenderer nightBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.dayFrontClouds","Type":"field","Syntax":{"content":"public SpriteRenderer dayFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public dayFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningFrontClouds","Type":"field","Syntax":{"content":"public SpriteRenderer eveningFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightFrontClouds","Type":"field","Syntax":{"content":"public SpriteRenderer nightFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.transitionDuration","Type":"field","Syntax":{"content":"public float transitionDuration","return":{"type":"System.Single"},"content.vb":"Public transitionDuration As Single"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.cycleDuration","Type":"field","Syntax":{"content":"public float cycleDuration","return":{"type":"System.Single"},"content.vb":"Public cycleDuration As Single"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.EventSystemizer","Summary":"
This class makes sure there is only one EventSystem in the game at any time.
\n","Type":"class","Syntax":{"content":"public class EventSystemizer : MonoBehaviour","content.vb":"Public Class EventSystemizer Inherits MonoBehaviour"},"File":"api/Game.EventSystemizer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.FallPlatform","Summary":"
This class controls platforms that fall when touched by a player or another platform.\nThe platform will fall after a delay and then reset to its original position.
\n","Type":"class","Syntax":{"content":"public class FallPlatform : MonoBehaviour","content.vb":"Public Class FallPlatform Inherits MonoBehaviour"},"File":"api/Game.FallPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.FallPlatform.fallDelay","Summary":"
The time (in seconds) before the platform starts falling after being triggered.
\n","Type":"field","Syntax":{"content":"public float fallDelay","return":{"type":"System.Single"},"content.vb":"Public fallDelay As Single"},"File":"api/Game.FallPlatform.yml","Metadata":{"type":"field","summary":"
The time (in seconds) before the platform starts falling after being triggered.
This class controls the main game logic, like starting the game, keeping track of players,\nhandling game modes, and deciding when the game ends.
\n","Type":"class","Syntax":{"content":"public class GameManager : MonoBehaviour","content.vb":"Public Class GameManager Inherits MonoBehaviour"},"File":"api/Game.GameManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.Instance","Summary":"
The single instance of this class that can be accessed from anywhere in the game.
\n","Type":"field","Syntax":{"content":"public float time","return":{"type":"System.Single"},"content.vb":"Public time As Single"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public static List players","return":{"type":"Global.List{GameObject}"},"content.vb":"Public Shared players As List(Of GameObject)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public static List playerColors","return":{"type":"Global.List{Color}"},"content.vb":"Public Shared playerColors As List(Of Color)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public static bool music","return":{"type":"System.Boolean"},"content.vb":"Public Shared music As Boolean"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
Positions where the hat can spawn in "keep-away" mode.
\n","Type":"field","Syntax":{"content":"public List hatSpawnPositions","return":{"type":"Global.List{Vector2}"},"content.vb":"Public hatSpawnPositions As List(Of Vector2)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
Positions where the hat can spawn in "keep-away" mode.
Sets up the game based on the selected game mode. This includes spawning players and setting their lives.
\n","Type":"method","Syntax":{"content":"public void StartGame()","content.vb":"Public Sub StartGame()"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"
Sets up the game based on the selected game mode. This includes spawning players and setting their lives.
Ends the game and determines the winner based on the current game mode.
\n","Type":"method","Syntax":{"content":"public void GameOver()","content.vb":"Public Sub GameOver()"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"
Ends the game and determines the winner based on the current game mode.
\n"}],"content.vb":"Public Sub UpdatePlayerHoldTime(player As GameObject, holdTime As Single)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"
Updates the hold time for a player and refreshes the leaderboard.
This class helps manage positions for the GameManager during development.\nIt allows adding hat spawn positions and player spawn positions directly in the editor.
\n","Type":"class","Syntax":{"content":"public class GameManagerHelper : MonoBehaviour","content.vb":"Public Class GameManagerHelper Inherits MonoBehaviour"},"File":"api/Game.GameManagerHelper.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManagerHelper.addHatPosition","Summary":"
If true, adds the current position of the "HELPER" object to the hat spawn positions in the GameManager.
\n","Type":"field","Syntax":{"content":"public bool addHatPosition","return":{"type":"System.Boolean"},"content.vb":"Public addHatPosition As Boolean"},"File":"api/Game.GameManagerHelper.yml","Metadata":{"type":"field","summary":"
If true, adds the current position of the "HELPER" object to the hat spawn positions in the GameManager.
This class manages the game's countdown timer.\nIt starts, updates, and stops the timer, and ends the game when time runs out.
\n","Type":"class","Syntax":{"content":"public class GameTimer : MonoBehaviour","content.vb":"Public Class GameTimer Inherits MonoBehaviour"},"File":"api/Game.GameTimer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameTimer.startTime","Summary":"
The starting time for the timer, in seconds.
\n","Type":"field","Syntax":{"content":"public float startTime","return":{"type":"System.Single"},"content.vb":"Public startTime As Single"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public Text timerText","return":{"type":"Global.Text"},"content.vb":"Public timerText As Text"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"field","summary":"
\n","Type":"method","Syntax":{"content":"public void StartTimer()","content.vb":"Public Sub StartTimer()"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"method","summary":"
This class manages the behavior of the hat in the game, including its respawn logic.\nThe hat can be picked up, dropped, and respawned after a certain amount of time.
\n","Type":"class","Syntax":{"content":"public class HatRespawn : MonoBehaviour","content.vb":"Public Class HatRespawn Inherits MonoBehaviour"},"File":"api/Game.HatRespawn.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HatRespawn.respawnTime","Summary":"
The amount of time (in seconds) before the hat respawns after being inactive.
\n","Type":"field","Syntax":{"content":"public const float respawnTime = 10","return":{"type":"System.Single"},"content.vb":"Public Const respawnTime As Single = 10"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"field","summary":"
The amount of time (in seconds) before the hat respawns after being inactive.
Updates the last interaction time when a player interacts with the hat.
\n","Type":"method","Syntax":{"content":"public void Interact()","content.vb":"Public Sub Interact()"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"method","summary":"
Updates the last interaction time when a player interacts with the hat.
\n","Type":"method","Syntax":{"content":"public void OnHatDropped()","content.vb":"Public Sub OnHatDropped()"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"method","summary":"
This class manages the health bars for all players in the game.\nIt creates, updates, and removes health bars as needed.
\n","Type":"class","Syntax":{"content":"public class HealthBarManager : MonoBehaviour","content.vb":"Public Class HealthBarManager Inherits MonoBehaviour"},"File":"api/Game.HealthBarManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HealthBarManager.healthBarPrefab","Summary":"
The template used to create new health bars.
\n","Type":"field","Syntax":{"content":"public GameObject healthBarPrefab","return":{"type":"Global.GameObject"},"content.vb":"Public healthBarPrefab As GameObject"},"File":"api/Game.HealthBarManager.yml","Metadata":{"type":"field","summary":"
This class manages the hub area of the game, including loading and unloading game scenes,\ncontrolling the hub camera, and managing game buttons.
\n","Type":"class","Syntax":{"content":"public class HubManager : MonoBehaviour","content.vb":"Public Class HubManager Inherits MonoBehaviour"},"File":"api/Game.HubManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HubManager.Instance","Summary":"
A single instance of this class that can be accessed from anywhere.
\n","Type":"field","Syntax":{"content":"public static HubManager Instance","return":{"type":"Game.HubManager"},"content.vb":"Public Shared Instance As HubManager"},"File":"api/Game.HubManager.yml","Metadata":{"type":"field","summary":"
A single instance of this class that can be accessed from anywhere.
Unloads the current game scene and reactivates the hub camera.
\n","Type":"method","Syntax":{"content":"public void UnloadGameScene()","content.vb":"Public Sub UnloadGameScene()"},"File":"api/Game.HubManager.yml","Metadata":{"type":"method","summary":"
Unloads the current game scene and reactivates the hub camera.
This class handles the infinite scrolling effect for the background.
\n","Type":"class","Syntax":{"content":"public class InfiniteScroll : MonoBehaviour","content.vb":"Public Class InfiniteScroll Inherits MonoBehaviour"},"File":"api/Game.InfiniteScroll.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.InfiniteScroll.speed","Summary":"
The speed at which the background scrolls.
\n","Type":"field","Syntax":{"content":"public float speed","return":{"type":"System.Single"},"content.vb":"Public speed As Single"},"File":"api/Game.InfiniteScroll.yml","Metadata":{"type":"field","summary":"
This class manages the leaderboard, including initializing player icons,\nupdating player positions, and displaying hold times.
\n","Type":"class","Syntax":{"content":"public class LeaderboardManager : MonoBehaviour","content.vb":"Public Class LeaderboardManager Inherits MonoBehaviour"},"File":"api/Game.LeaderboardManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LeaderboardManager.Instance","Summary":"
A single instance of this class that can be accessed from anywhere.
Updates the leaderboard by sorting players based on their hold times\nand adjusting their positions.
\n","Type":"method","Syntax":{"content":"public void UpdateLeaderboard()","content.vb":"Public Sub UpdateLeaderboard()"},"File":"api/Game.LeaderboardManager.yml","Metadata":{"type":"method","summary":"
Updates the leaderboard by sorting players based on their hold times\nand adjusting their positions.
\n"}],"content.vb":"Public Sub UpdatePlayerHoldTimeText(player As GameObject, holdTime As Single)"},"File":"api/Game.LeaderboardManager.yml","Metadata":{"type":"method","summary":"
Updates the hold time text for a specific player on the leaderboard.
This class manages the display of player lives, including creating life icons\nand updating them based on the player's remaining lives.
\n","Type":"class","Syntax":{"content":"public class LifeDisplayManager : MonoBehaviour","content.vb":"Public Class LifeDisplayManager Inherits MonoBehaviour"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LifeDisplayManager.players","Summary":"
The parent object that contains all player life displays.
\n","Type":"field","Syntax":{"content":"public GameObject players","return":{"type":"Global.GameObject"},"content.vb":"Public players As GameObject"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{"type":"field","summary":"
The parent object that contains all player life displays.
Hides the life display by deactivating the parent object.
\n","Type":"method","Syntax":{"content":"public void HideLifeDisplay()","content.vb":"Public Sub HideLifeDisplay()"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{"type":"method","summary":"
Hides the life display by deactivating the parent object.
This class manages the map selection process by setting the selected map\nbased on the active toggle in the toggle group.
\n","Type":"class","Syntax":{"content":"public class MapSelect : MonoBehaviour","content.vb":"Public Class MapSelect Inherits MonoBehaviour"},"File":"api/Game.MapSelect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ModeSelect","Summary":"
This class manages the game mode selection process by setting the game mode\nbased on the active toggle in the toggle group.
\n","Type":"class","Syntax":{"content":"public class ModeSelect : MonoBehaviour","content.vb":"Public Class ModeSelect Inherits MonoBehaviour"},"File":"api/Game.ModeSelect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MovingPlatform","Summary":"
This class controls a platform that moves between specified points in a loop.
\n","Type":"class","Syntax":{"content":"public class MovingPlatform : MonoBehaviour","content.vb":"Public Class MovingPlatform Inherits MonoBehaviour"},"File":"api/Game.MovingPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MovingPlatform.platform","Summary":"
The platform object that will move.
\n","Type":"field","Syntax":{"content":"public Transform platform","return":{"type":"Global.Transform"},"content.vb":"Public platform As Transform"},"File":"api/Game.MovingPlatform.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public int startPoint","return":{"type":"System.Int32"},"content.vb":"Public startPoint As Integer"},"File":"api/Game.MovingPlatform.yml","Metadata":{"type":"field","summary":"
This class controls the visibility of an object based on the current game mode.
\n","Type":"class","Syntax":{"content":"public class ObjectVisibility : MonoBehaviour","content.vb":"Public Class ObjectVisibility Inherits MonoBehaviour"},"File":"api/Game.ObjectVisibility.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ObstacleCourse","Summary":"
This class handles the logic for detecting when a player completes the obstacle course.
\n","Type":"class","Syntax":{"content":"public class ObstacleCourse : MonoBehaviour","content.vb":"Public Class ObstacleCourse Inherits MonoBehaviour"},"File":"api/Game.ObstacleCourse.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ObstacleCourse.playerWon","Summary":"
The player who successfully completes the obstacle course.
\n","Type":"field","Syntax":{"content":"public static GameObject playerWon","return":{"type":"Global.GameObject"},"content.vb":"Public Shared playerWon As GameObject"},"File":"api/Game.ObstacleCourse.yml","Metadata":{"type":"field","summary":"
The player who successfully completes the obstacle course.
This class is used to create cards for players when they join the game.
\n","Type":"class","Syntax":{"content":"public class PlayerCardCreator : MonoBehaviour","content.vb":"Public Class PlayerCardCreator Inherits MonoBehaviour"},"File":"api/Game.PlayerCardCreator.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerCardCreator.Instance","Summary":"
A single instance of this class that can be accessed from anywhere.
\n","Type":"field","Syntax":{"content":"public static PlayerCardCreator Instance","return":{"type":"Game.PlayerCardCreator"},"content.vb":"Public Shared Instance As PlayerCardCreator"},"File":"api/Game.PlayerCardCreator.yml","Metadata":{"type":"field","summary":"
A single instance of this class that can be accessed from anywhere.
This class represents a player join card, displaying the player's number\nand preview in the game lobby.
\n","Type":"class","Syntax":{"content":"public class PlayerJoinCard : MonoBehaviour","content.vb":"Public Class PlayerJoinCard Inherits MonoBehaviour"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerJoinCard.playerPreview","Summary":"
The preview object representing the player.
\n","Type":"field","Syntax":{"content":"public GameObject playerPreview","return":{"type":"Global.GameObject"},"content.vb":"Public playerPreview As GameObject"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public int playerNumber","return":{"type":"System.Int32"},"content.vb":"Public playerNumber As Integer"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{"type":"field","summary":"
This class handles respawning objects when they collide with a trigger tagged with a specific value.
\n","Type":"class","Syntax":{"content":"public class RespawnOnTriggerEnter : MonoBehaviour","content.vb":"Public Class RespawnOnTriggerEnter Inherits MonoBehaviour"},"File":"api/Game.RespawnOnTriggerEnter.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.RespawnOnTriggerEnter.spawnPoint","Summary":"
The spawn point where the object will respawn.
\n","Type":"field","Syntax":{"content":"public Vector2 spawnPoint","return":{"type":"Global.Vector2"},"content.vb":"Public spawnPoint As Vector2"},"File":"api/Game.RespawnOnTriggerEnter.yml","Metadata":{"type":"field","summary":"
This class manages the health bar visuals for a player, including updating\nthe health bar's size, position, and color based on the player's current health.
\n","Type":"class","Syntax":{"content":"public class TerribleHealthBarScript : MonoBehaviour","content.vb":"Public Class TerribleHealthBarScript Inherits MonoBehaviour"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.fullHealthColor","Summary":"
The color of the health bar when the player is at full health.
\n","Type":"field","Syntax":{"content":"public Color fullHealthColor","return":{"type":"Global.Color"},"content.vb":"Public fullHealthColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The color of the health bar when the player is at full health.
The color of the health bar when the player is at zero health.
\n","Type":"field","Syntax":{"content":"public Color fullDeathColor","return":{"type":"Global.Color"},"content.vb":"Public fullDeathColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The color of the health bar when the player is at zero health.
\n","Type":"field","Syntax":{"content":"public Color subtractionColor","return":{"type":"Global.Color"},"content.vb":"Public subtractionColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The text element displaying the player's current and maximum health.
\n","Type":"field","Syntax":{"content":"public TextMeshProUGUI text","return":{"type":"Global.TextMeshProUGUI"},"content.vb":"Public text As TextMeshProUGUI"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The text element displaying the player's current and maximum health.
\n","Type":"field","Syntax":{"content":"public GameObject player","return":{"type":"Global.GameObject"},"content.vb":"Public player As GameObject"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
Manages the win screen display for the game.\nDisplays the winning player's information and triggers the win screen animation.
\n","Type":"class","Syntax":{"content":"public class WinScreen : MonoBehaviour","content.vb":"Public Class WinScreen Inherits MonoBehaviour"},"File":"api/Game.WinScreen.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.WinScreen.Instance","Summary":"
A singleton instance of the class.\nEnsures only one instance of the WinScreen exists at a time.
\n","Type":"field","Syntax":{"content":"public static WinScreen Instance","return":{"type":"Game.WinScreen"},"content.vb":"Public Shared Instance As WinScreen"},"File":"api/Game.WinScreen.yml","Metadata":{"type":"field","summary":"
A singleton instance of the class.\nEnsures only one instance of the WinScreen exists at a time.
A list of text elements used to display player information on the win screen.
\n","Type":"field","Syntax":{"content":"public List playerTexts","return":{"type":"Global.List{TextMeshProUGUI}"},"content.vb":"Public playerTexts As List(Of TextMeshProUGUI)"},"File":"api/Game.WinScreen.yml","Metadata":{"type":"field","summary":"
A list of text elements used to display player information on the win screen.
This class manages the playback of sound effects in the game.\nIt provides functionality to play specific sounds by name and ensures a singleton instance for global access.
\n","Type":"class","Syntax":{"content":"public class AudioManager : MonoBehaviour","content.vb":"Public Class AudioManager Inherits MonoBehaviour"},"File":"api/Music.AudioManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.AudioManager.soundEffects","Summary":"
A list of all sound effects managed by the AudioManager.
\n","Type":"field","Syntax":{"content":"public List soundEffects","return":{"type":"Global.List{Music.SoundEffect}"},"content.vb":"Public soundEffects As List(Of SoundEffect)"},"File":"api/Music.AudioManager.yml","Metadata":{"type":"field","summary":"
A list of all sound effects managed by the AudioManager.
Manages the music playlists for the game.\nHandles the initialization, playback, and shuffling of music tracks based on the active scene.
\n","Type":"class","Syntax":{"content":"public class MusicManager : MonoBehaviour","content.vb":"Public Class MusicManager Inherits MonoBehaviour"},"File":"api/Music.MusicManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.MusicManager.Instance","Summary":"
A singleton instance of the class.\nEnsures only one instance of the MusicManager exists at a time.
\n","Type":"field","Syntax":{"content":"public static MusicManager Instance","return":{"type":"Music.MusicManager"},"content.vb":"Public Shared Instance As MusicManager"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"field","summary":"
A singleton instance of the class.\nEnsures only one instance of the MusicManager exists at a time.
\n","Type":"field","Syntax":{"content":"public List playlists","return":{"type":"Global.List{Music.Playlist}"},"content.vb":"Public playlists As List(Of Playlist)"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"field","summary":"
Starts the music playlist for the current active scene.
\n","Type":"method","Syntax":{"content":"public void StartPlaylist()","content.vb":"Public Sub StartPlaylist()"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"method","summary":"
Starts the music playlist for the current active scene.
The name of the active scene, or "Title Screen" if no other scene is active.
\n"},"content.vb":"Public Shared Function GetActiveSceneNotTitleScreen() As String"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"method","summary":"
Gets the name of the currently active scene, excluding the "Title Screen".
Represents a playlist of music tracks.\nContains information about the tracks, their associated scenes, and playback settings.
\n","Type":"class","Syntax":{"content":"[Serializable]\npublic class Playlist","content.vb":"\nPublic Class Playlist"},"File":"api/Music.Playlist.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.Playlist.trackName","Summary":"
The name of the playlist.
\n","Type":"field","Syntax":{"content":"public string trackName","return":{"type":"System.String"},"content.vb":"Public trackName As String"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public List trackScenes","return":{"type":"Global.List{System.String}"},"content.vb":"Public trackScenes As List(Of String)"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public List songs","return":{"type":"Global.List{AudioClip}"},"content.vb":"Public songs As List(Of AudioClip)"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"
Represents a sound effect, including its name and associated AudioSource.
\n","Type":"class","Syntax":{"content":"public class SoundEffect","content.vb":"Public Class SoundEffect"},"File":"api/Music.SoundEffect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.SoundEffect.name","Summary":"
The name of the sound effect.
\n","Type":"field","Syntax":{"content":"public string name","return":{"type":"System.String"},"content.vb":"Public name As String"},"File":"api/Music.SoundEffect.yml","Metadata":{"type":"field","summary":"
\n"}],"content.vb":"Public Sub New(name As String, audioSource As AudioSource)"},"File":"api/Music.SoundEffect.yml","Metadata":{"type":"constructor","summary":"
Represents a single layer of a music track.\nEach layer can be triggered and controlled independently based on game events or conditions.
\n","Type":"class","Syntax":{"content":"[Serializable]\npublic class TrackLayer","content.vb":"\nPublic Class TrackLayer"},"File":"api/Music.TrackLayer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.layerName","Summary":"
The name of the music layer.
\n","Type":"field","Syntax":{"content":"public string layerName","return":{"type":"System.String"},"content.vb":"Public layerName As String"},"File":"api/Music.TrackLayer.yml","Metadata":{"type":"field","summary":"
A list of scenes where this layer is active.\nIf empty, the layer is active in all scenes.
\n","Type":"field","Syntax":{"content":"public List layerScenes","return":{"type":"Global.List{System.String}"},"content.vb":"Public layerScenes As List(Of String)"},"File":"api/Music.TrackLayer.yml","Metadata":{"type":"field","summary":"
A list of scenes where this layer is active.\nIf empty, the layer is active in all scenes.
This class manages the player's animations, including setting animation states,\nhandling directional changes, and triggering specific animations like punching.
\n","Type":"class","Syntax":{"content":"public class AnimationPlayer : MonoBehaviour","content.vb":"Public Class AnimationPlayer Inherits MonoBehaviour"},"File":"api/Player.AnimationPlayer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.state","Summary":"
The current animation state of the player.
\n","Type":"field","Syntax":{"content":"public AnimationPlayer.AnimationState state","return":{"type":"Player.AnimationPlayer.AnimationState"},"content.vb":"Public state As AnimationPlayer.AnimationState"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"field","summary":"
\n"}],"content.vb":"Public Sub SetState(state As AnimationPlayer.AnimationState)"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"method","summary":"
\n","Type":"method","Syntax":{"content":"public void Punch()","content.vb":"Public Sub Punch()"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"method","summary":"
This class handles the player's ability to block and parry incoming attacks.\nBlocking reduces damage, while parrying reflects attacks if timed correctly.
\n","Type":"class","Syntax":{"content":"public class Block : MonoBehaviour","content.vb":"Public Class Block Inherits MonoBehaviour"},"File":"api/Player.Block.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Block.blocking","Summary":"
Indicates whether the player is currently blocking.
\n","Type":"field","Syntax":{"content":"public bool blocking","return":{"type":"System.Boolean"},"content.vb":"Public blocking As Boolean"},"File":"api/Player.Block.yml","Metadata":{"type":"field","summary":"
Indicates whether the player is currently blocking.
This class handles the player's ability to take damage, die, and respawn.\nIt also manages interactions like blocking, parrying, and dropping items when hit.
\n","Type":"class","Syntax":{"content":"public class Damageable : MonoBehaviour","content.vb":"Public Class Damageable Inherits MonoBehaviour"},"File":"api/Player.Damageable.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.force","Summary":"
The force applied to the player when hit.
\n","Type":"field","Syntax":{"content":"public float force","return":{"type":"System.Single"},"content.vb":"Public force As Single"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public int lives","return":{"type":"System.Int32"},"content.vb":"Public lives As Integer"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"
Handles player state after death and resets dying state after respawn.
\n","Type":"method","Syntax":{"content":"public void HandleDeath()","content.vb":"Public Sub HandleDeath()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"
Handles player state after death and resets dying state after respawn.
Respawns the player at the spawn position and resets damage/health bar.
\n","Type":"method","Syntax":{"content":"public void Respawn()","content.vb":"Public Sub Respawn()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"
Respawns the player at the spawn position and resets damage/health bar.
\n","Type":"method","Syntax":{"content":"public void ResetDamage()","content.vb":"Public Sub ResetDamage()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"
This class controls the movement of the camera to follow players during the game.\nIt also handles special behavior for the camera in the win scene.
\n","Type":"class","Syntax":{"content":"public class PlayerCameraMovement : MonoBehaviour","content.vb":"Public Class PlayerCameraMovement Inherits MonoBehaviour"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerCameraMovement.weight","Summary":"
The weight used to blend between the camera's starting position and the players' average position.
\n","Type":"field","Syntax":{"content":"public float weight","return":{"type":"System.Single"},"content.vb":"Public weight As Single"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{"type":"field","summary":"
The weight used to blend between the camera's starting position and the players' average position.
This class manages player-related functionality, such as joining, leaving, and assigning colors.\nIt also handles starting the game once players have joined.
\n","Type":"class","Syntax":{"content":"public class PlayerManager : MonoBehaviour","content.vb":"Public Class PlayerManager Inherits MonoBehaviour"},"File":"api/Player.PlayerManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerManager.Instance","Summary":"
The singleton instance of the class.
\n","Type":"field","Syntax":{"content":"public static PlayerManager Instance","return":{"type":"Player.PlayerManager"},"content.vb":"Public Shared Instance As PlayerManager"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"
A list of player join cards, which represent players in the UI.
\n","Type":"field","Syntax":{"content":"public List cards","return":{"type":"Global.List{Game.PlayerJoinCard}"},"content.vb":"Public cards As List(Of PlayerJoinCard)"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"
A list of player join cards, which represent players in the UI.
A list of colors assigned to players for identification.
\n","Type":"field","Syntax":{"content":"public List playerColors","return":{"type":"Global.List{Color}"},"content.vb":"Public playerColors As List(Of Color)"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"
A list of colors assigned to players for identification.
Starts the game if at least one player has joined.
\n","Type":"method","Syntax":{"content":"public void StartGame()","content.vb":"Public Sub StartGame()"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"method","summary":"
Starts the game if at least one player has joined.
This class handles the player's movement, including walking, jumping, and animations.\nIt also manages input, physics, and interactions with the ground.
\n","Type":"class","Syntax":{"content":"public class PlayerMovement : MonoBehaviour","content.vb":"Public Class PlayerMovement Inherits MonoBehaviour"},"File":"api/Player.PlayerMovement.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.ground","Summary":"
Layers considered as ground for the player.
\n","Type":"field","Syntax":{"content":"public LayerMask ground","return":{"type":"Global.LayerMask"},"content.vb":"Public ground As LayerMask"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"
\n"},"content.vb":"Public Function GetPointInBoxCollider(boxCollider2D As BoxCollider2D, horizontal As Single, vertical As Single) As Vector2"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"method","summary":"
Gets a point on the BoxCollider2D based on horizontal and vertical multipliers.
Stops the player's velocity if grounded, removing inertia.
\n","Type":"method","Syntax":{"content":"public void StopVelocity()","content.vb":"Public Sub StopVelocity()"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"method","summary":"
Stops the player's velocity if grounded, removing inertia.
This class handles the punching mechanic for the player, including triggering animations,\nenabling and disabling the hurtbox, and managing player speed during a punch.
\n","Type":"class","Syntax":{"content":"public class Punch : MonoBehaviour","content.vb":"Public Class Punch Inherits MonoBehaviour"},"File":"api/Player.Punch.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Punch.cancelable","Summary":"
Determines whether the player can cancel their punch action.
\n","Type":"field","Syntax":{"content":"public bool cancelable","return":{"type":"System.Boolean"},"content.vb":"Public cancelable As Boolean"},"File":"api/Player.Punch.yml","Metadata":{"type":"field","summary":"
Determines whether the player can cancel their punch action.
Enables the hurtbox, allowing the punch to interact with other objects.
\n","Type":"method","Syntax":{"content":"public void EnableHurtbox()","content.vb":"Public Sub EnableHurtbox()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Enables the hurtbox, allowing the punch to interact with other objects.
Disables the hurtbox, preventing the punch from interacting with other objects.
\n","Type":"method","Syntax":{"content":"public void DisableHurtbox()","content.vb":"Public Sub DisableHurtbox()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Disables the hurtbox, preventing the punch from interacting with other objects.
\n","Type":"method","Syntax":{"content":"public void DisableCancellation()","content.vb":"Public Sub DisableCancellation()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
\n","Type":"method","Syntax":{"content":"public void EnableCancellation()","content.vb":"Public Sub EnableCancellation()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Resets the player's movement speed to its maximum value after the punch is complete.
\n","Type":"method","Syntax":{"content":"public void ReturnToMaxSpeed()","content.vb":"Public Sub ReturnToMaxSpeed()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Resets the player's movement speed to its maximum value after the punch is complete.
This class handles teleportation for platforms and players when they collide with the teleport trigger.\nIt can teleport either the platform itself or a player to a specified location.
\n","Type":"class","Syntax":{"content":"public class TeleportPlatform : MonoBehaviour","content.vb":"Public Class TeleportPlatform Inherits MonoBehaviour"},"File":"api/Player.TeleportPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.TeleportPlatform.teleportPoint","Summary":"
The position where the platform or player will be teleported.
\n","Type":"field","Syntax":{"content":"public Vector2 teleportPoint","return":{"type":"Global.Vector2"},"content.vb":"Public teleportPoint As Vector2"},"File":"api/Player.TeleportPlatform.yml","Metadata":{"type":"field","summary":"
The position where the platform or player will be teleported.
This class allows a player to pick up, hold, and drop items during the game.\nIt is primarily used for managing interactions with the "hat" in "keep-away" mode.
\n","Type":"class","Syntax":{"content":"public class UseItem : MonoBehaviour","content.vb":"Public Class UseItem Inherits MonoBehaviour"},"File":"api/Player.UseItem.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.UseItem.holdTime","Summary":"
The total time the player has held the item.
\n","Type":"field","Syntax":{"content":"public float holdTime","return":{"type":"System.Single"},"content.vb":"Public holdTime As Single"},"File":"api/Player.UseItem.yml","Metadata":{"type":"field","summary":"
The position where the item will be held (e.g., above the player's head).
\n","Type":"field","Syntax":{"content":"public Transform head","return":{"type":"Global.Transform"},"content.vb":"Public head As Transform"},"File":"api/Player.UseItem.yml","Metadata":{"type":"field","summary":"
The position where the item will be held (e.g., above the player's head).
Allows the player to drop the item they are holding.
\n","Type":"method","Syntax":{"content":"public void DropItem()","content.vb":"Public Sub DropItem()"},"File":"api/Player.UseItem.yml","Metadata":{"type":"method","summary":"
Allows the player to drop the item they are holding.
True if the player is holding an item, false otherwise.
\n"},"content.vb":"Public Function IsHoldingItem() As Boolean"},"File":"api/Player.UseItem.yml","Metadata":{"type":"method","summary":"
Checks if the player is currently holding an item.
\n","platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Player","Type":"namespace","File":"api/Player.yml","Metadata":{},"IsExplicitInterfaceImplementation":false}]
\ No newline at end of file
diff --git a/Documentation/obj/.cache/build/kh23i1t0.juy/jlqy4kce.yew b/Documentation/obj/.cache/build/kh23i1t0.juy/jlqy4kce.yew
new file mode 100644
index 0000000..17e9441
--- /dev/null
+++ b/Documentation/obj/.cache/build/kh23i1t0.juy/jlqy4kce.yew
@@ -0,0 +1,160 @@
+
+
This class handles the player's ability to block and parry incoming attacks.
+Blocking reduces damage, while parrying reflects attacks if timed correctly.
This class manages player-related functionality, such as joining, leaving, and assigning colors.
+It also handles starting the game once players have joined.
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.
This class helps manage positions for the GameManager during development.
+It allows adding hat spawn positions and player spawn positions directly in the editor.
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.
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.
This class handles teleportation for platforms and players when they collide with the teleport trigger.
+It can teleport either the platform itself or a player to a specified location.
Lorem markdownum cavis exululat inutile. Illi quem caeli, vola patruo difficili
+Iuppiter Patraeque, est ardebant ingeniis Troica intus Amore tibi mirantem
+superfusis, multum.
+
+
Ut Achilles
+
Et sitim
+
Tibi modo ait temptant crinita daret
+
Pariter in removi offensasque Lenaeo damno terra
+
+
Phoebes ut damnosa classis ignes templo; tua ulla capillos ultima. Videre
+percusso plectro templa fuit diva minimum debere, quid nomen Philomela animis.
+Verbis istis flagrat vulnera inpediique ignes. Gravi filo obvius arte Amphionis
+Panes emisitque iubet.
+
Latona te timens
+
Latentia ante, eundem meritorum sunto! Elige in timuit templa ferrea, qui arma
+ligati stagnum turbant. Fraternaque aeternus, dedisse, naufragus corripiens
+ranas Amathunta et quod laetior culpa nec semper scorpius fuit vicem corpora
+ardere. Fallit in artus primordia, fratres per aliis, ipsi manu Asiae quod
+marmorea.
Lumina ut tamen praesentia vidistis nymphae auroque
+
Bromumque in portant furorem. Visa init resurgere praevitiat canibus et,
+dedignata turea, ilia.
+
+
Pisenore mensura insula aere nec per o gladium causa: Alcidae. Veris sentes
+pallet, alta melius nostra amborum probant, deam. Iuventae dedimus nitidaque
+hunc traxisse sermonibus pectine flecti an
+pateres, hac ore gelidis foret semper. Sithon pelle.
+
+
Bracchia Hippason videntur fateri hosti: palpitat animo est reliquit anne nam
+confusaque. Interea rex altis munera quem quae quoque rorant, rauco albescere
+scopulo moriensque parvo, pectus illa, quadrupedes.
+
Notavit haec. Vertit pars quem Euryte casu usta iterum! Ablatum pectus
+corripiunt neu humus tamquam; ducens stellarum amore. Pulsisque latet, ad tamen
+victor fulva Tirynthius posco; qui inque in poena quidem
+enses!
This class handles the player's movement, including walking, jumping, and animations.
+It also manages input, physics, and interactions with the ground.
This class manages the player's animations, including setting animation states,
+handling directional changes, and triggering specific animations like punching.
This class handles the player's ability to block and parry incoming attacks.
+Blocking reduces damage, while parrying reflects attacks if timed correctly.
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.
This class manages player-related functionality, such as joining, leaving, and assigning colors.
+It also handles starting the game once players have joined.
This class handles the player's movement, including walking, jumping, and animations.
+It also manages input, physics, and interactions with the ground.
This class handles the punching mechanic for the player, including triggering animations,
+enabling and disabling the hurtbox, and managing player speed during a punch.
This class handles teleportation for platforms and players when they collide with the teleport trigger.
+It can teleport either the platform itself or a player to a specified location.
This class allows a player to pick up, hold, and drop items during the game.
+It is primarily used for managing interactions with the "hat" in "keep-away" mode.
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.
This class manages the playback of sound effects in the game.
+It provides functionality to play specific sounds by name and ensures a singleton instance for global access.
Initializes a new instance of the SoundEffect class.
+
+
+
Declaration
+
+
public SoundEffect(string name, AudioSource audioSource)
+
+
Parameters
+
+
+
+
Type
+
Name
+
Description
+
+
+
+
+
string
+
name
+
The name of the sound effect.
+
+
+
+
AudioSource
+
audioSource
+
The AudioSource component for the sound effect.
+
+
+
+
+
Fields
+
+
+
+
audioSource
+
The AudioSource component that plays the sound effect.
+
+
+
Declaration
+
+
public AudioSource audioSource
+
+
Field Value
+
+
+
+
Type
+
Description
+
+
+
+
+
AudioSource
+
+
+
+
+
+
+
name
+
The name of the sound effect.
+
+
+
Declaration
+
+
public string name
+
+
Field Value
+
+
+
+
Type
+
Description
+
+
+
+
+
string
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Documentation/obj/.cache/build/kh23i1t0.juy/plzophdg.5i1 b/Documentation/obj/.cache/build/kh23i1t0.juy/plzophdg.5i1
new file mode 100644
index 0000000..2402a09
--- /dev/null
+++ b/Documentation/obj/.cache/build/kh23i1t0.juy/plzophdg.5i1
@@ -0,0 +1 @@
+[{"Uid":"Game.DayNightCycle","Type":"class","Syntax":{"content":"public class DayNightCycle : MonoBehaviour","content.vb":"Public Class DayNightCycle Inherits MonoBehaviour"},"File":"api/Game.DayNightCycle.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.daySky","Type":"field","Syntax":{"content":"public SpriteRenderer daySky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public daySky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningSky","Type":"field","Syntax":{"content":"public SpriteRenderer eveningSky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningSky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightSky","Type":"field","Syntax":{"content":"public SpriteRenderer nightSky","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightSky As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.dayBackClouds","Type":"field","Syntax":{"content":"public SpriteRenderer dayBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public dayBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningBackClouds","Type":"field","Syntax":{"content":"public SpriteRenderer eveningBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightBackClouds","Type":"field","Syntax":{"content":"public SpriteRenderer nightBackClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightBackClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.dayFrontClouds","Type":"field","Syntax":{"content":"public SpriteRenderer dayFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public dayFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.eveningFrontClouds","Type":"field","Syntax":{"content":"public SpriteRenderer eveningFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public eveningFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.nightFrontClouds","Type":"field","Syntax":{"content":"public SpriteRenderer nightFrontClouds","return":{"type":"Global.SpriteRenderer"},"content.vb":"Public nightFrontClouds As SpriteRenderer"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.transitionDuration","Type":"field","Syntax":{"content":"public float transitionDuration","return":{"type":"System.Single"},"content.vb":"Public transitionDuration As Single"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.DayNightCycle.cycleDuration","Type":"field","Syntax":{"content":"public float cycleDuration","return":{"type":"System.Single"},"content.vb":"Public cycleDuration As Single"},"File":"api/Game.DayNightCycle.yml","Metadata":{"type":"field","summary":null,"platform":null},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.EventSystemizer","Summary":"
This class makes sure there is only one EventSystem in the game at any time.
\n","Type":"class","Syntax":{"content":"public class EventSystemizer : MonoBehaviour","content.vb":"Public Class EventSystemizer Inherits MonoBehaviour"},"File":"api/Game.EventSystemizer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.FallPlatform","Summary":"
This class controls platforms that fall when touched by a player or another platform.\nThe platform will fall after a delay and then reset to its original position.
\n","Type":"class","Syntax":{"content":"public class FallPlatform : MonoBehaviour","content.vb":"Public Class FallPlatform Inherits MonoBehaviour"},"File":"api/Game.FallPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.FallPlatform.fallDelay","Summary":"
The time (in seconds) before the platform starts falling after being triggered.
\n","Type":"field","Syntax":{"content":"public float fallDelay","return":{"type":"System.Single"},"content.vb":"Public fallDelay As Single"},"File":"api/Game.FallPlatform.yml","Metadata":{"type":"field","summary":"
The time (in seconds) before the platform starts falling after being triggered.
This class controls the main game logic, like starting the game, keeping track of players,\nhandling game modes, and deciding when the game ends.
\n","Type":"class","Syntax":{"content":"public class GameManager : MonoBehaviour","content.vb":"Public Class GameManager Inherits MonoBehaviour"},"File":"api/Game.GameManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManager.Instance","Summary":"
The single instance of this class that can be accessed from anywhere in the game.
\n","Type":"field","Syntax":{"content":"public float time","return":{"type":"System.Single"},"content.vb":"Public time As Single"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public static List players","return":{"type":"Global.List{GameObject}"},"content.vb":"Public Shared players As List(Of GameObject)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public static List playerColors","return":{"type":"Global.List{Color}"},"content.vb":"Public Shared playerColors As List(Of Color)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public static bool music","return":{"type":"System.Boolean"},"content.vb":"Public Shared music As Boolean"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
Positions where the hat can spawn in "keep-away" mode.
\n","Type":"field","Syntax":{"content":"public List hatSpawnPositions","return":{"type":"Global.List{Vector2}"},"content.vb":"Public hatSpawnPositions As List(Of Vector2)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"field","summary":"
Positions where the hat can spawn in "keep-away" mode.
Sets up the game based on the selected game mode. This includes spawning players and setting their lives.
\n","Type":"method","Syntax":{"content":"public void StartGame()","content.vb":"Public Sub StartGame()"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"
Sets up the game based on the selected game mode. This includes spawning players and setting their lives.
Ends the game and determines the winner based on the current game mode.
\n","Type":"method","Syntax":{"content":"public void GameOver()","content.vb":"Public Sub GameOver()"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"
Ends the game and determines the winner based on the current game mode.
\n"}],"content.vb":"Public Sub UpdatePlayerHoldTime(player As GameObject, holdTime As Single)"},"File":"api/Game.GameManager.yml","Metadata":{"type":"method","summary":"
Updates the hold time for a player and refreshes the leaderboard.
This class helps manage positions for the GameManager during development.\nIt allows adding hat spawn positions and player spawn positions directly in the editor.
\n","Type":"class","Syntax":{"content":"public class GameManagerHelper : MonoBehaviour","content.vb":"Public Class GameManagerHelper Inherits MonoBehaviour"},"File":"api/Game.GameManagerHelper.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameManagerHelper.addHatPosition","Summary":"
If true, adds the current position of the "HELPER" object to the hat spawn positions in the GameManager.
\n","Type":"field","Syntax":{"content":"public bool addHatPosition","return":{"type":"System.Boolean"},"content.vb":"Public addHatPosition As Boolean"},"File":"api/Game.GameManagerHelper.yml","Metadata":{"type":"field","summary":"
If true, adds the current position of the "HELPER" object to the hat spawn positions in the GameManager.
This class manages the game's countdown timer.\nIt starts, updates, and stops the timer, and ends the game when time runs out.
\n","Type":"class","Syntax":{"content":"public class GameTimer : MonoBehaviour","content.vb":"Public Class GameTimer Inherits MonoBehaviour"},"File":"api/Game.GameTimer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.GameTimer.startTime","Summary":"
The starting time for the timer, in seconds.
\n","Type":"field","Syntax":{"content":"public float startTime","return":{"type":"System.Single"},"content.vb":"Public startTime As Single"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public Text timerText","return":{"type":"Global.Text"},"content.vb":"Public timerText As Text"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"field","summary":"
\n","Type":"method","Syntax":{"content":"public void StartTimer()","content.vb":"Public Sub StartTimer()"},"File":"api/Game.GameTimer.yml","Metadata":{"type":"method","summary":"
This class manages the behavior of the hat in the game, including its respawn logic.\nThe hat can be picked up, dropped, and respawned after a certain amount of time.
\n","Type":"class","Syntax":{"content":"public class HatRespawn : MonoBehaviour","content.vb":"Public Class HatRespawn Inherits MonoBehaviour"},"File":"api/Game.HatRespawn.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HatRespawn.respawnTime","Summary":"
The amount of time (in seconds) before the hat respawns after being inactive.
\n","Type":"field","Syntax":{"content":"public const float respawnTime = 10","return":{"type":"System.Single"},"content.vb":"Public Const respawnTime As Single = 10"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"field","summary":"
The amount of time (in seconds) before the hat respawns after being inactive.
Updates the last interaction time when a player interacts with the hat.
\n","Type":"method","Syntax":{"content":"public void Interact()","content.vb":"Public Sub Interact()"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"method","summary":"
Updates the last interaction time when a player interacts with the hat.
\n","Type":"method","Syntax":{"content":"public void OnHatDropped()","content.vb":"Public Sub OnHatDropped()"},"File":"api/Game.HatRespawn.yml","Metadata":{"type":"method","summary":"
This class manages the health bars for all players in the game.\nIt creates, updates, and removes health bars as needed.
\n","Type":"class","Syntax":{"content":"public class HealthBarManager : MonoBehaviour","content.vb":"Public Class HealthBarManager Inherits MonoBehaviour"},"File":"api/Game.HealthBarManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HealthBarManager.healthBarPrefab","Summary":"
The template used to create new health bars.
\n","Type":"field","Syntax":{"content":"public GameObject healthBarPrefab","return":{"type":"Global.GameObject"},"content.vb":"Public healthBarPrefab As GameObject"},"File":"api/Game.HealthBarManager.yml","Metadata":{"type":"field","summary":"
This class manages the hub area of the game, including loading and unloading game scenes,\ncontrolling the hub camera, and managing game buttons.
\n","Type":"class","Syntax":{"content":"public class HubManager : MonoBehaviour","content.vb":"Public Class HubManager Inherits MonoBehaviour"},"File":"api/Game.HubManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.HubManager.Instance","Summary":"
A single instance of this class that can be accessed from anywhere.
\n","Type":"field","Syntax":{"content":"public static HubManager Instance","return":{"type":"Game.HubManager"},"content.vb":"Public Shared Instance As HubManager"},"File":"api/Game.HubManager.yml","Metadata":{"type":"field","summary":"
A single instance of this class that can be accessed from anywhere.
Unloads the current game scene and reactivates the hub camera.
\n","Type":"method","Syntax":{"content":"public void UnloadGameScene()","content.vb":"Public Sub UnloadGameScene()"},"File":"api/Game.HubManager.yml","Metadata":{"type":"method","summary":"
Unloads the current game scene and reactivates the hub camera.
This class handles the infinite scrolling effect for the background.
\n","Type":"class","Syntax":{"content":"public class InfiniteScroll : MonoBehaviour","content.vb":"Public Class InfiniteScroll Inherits MonoBehaviour"},"File":"api/Game.InfiniteScroll.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.InfiniteScroll.speed","Summary":"
The speed at which the background scrolls.
\n","Type":"field","Syntax":{"content":"public float speed","return":{"type":"System.Single"},"content.vb":"Public speed As Single"},"File":"api/Game.InfiniteScroll.yml","Metadata":{"type":"field","summary":"
This class manages the leaderboard, including initializing player icons,\nupdating player positions, and displaying hold times.
\n","Type":"class","Syntax":{"content":"public class LeaderboardManager : MonoBehaviour","content.vb":"Public Class LeaderboardManager Inherits MonoBehaviour"},"File":"api/Game.LeaderboardManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LeaderboardManager.Instance","Summary":"
A single instance of this class that can be accessed from anywhere.
Updates the leaderboard by sorting players based on their hold times\nand adjusting their positions.
\n","Type":"method","Syntax":{"content":"public void UpdateLeaderboard()","content.vb":"Public Sub UpdateLeaderboard()"},"File":"api/Game.LeaderboardManager.yml","Metadata":{"type":"method","summary":"
Updates the leaderboard by sorting players based on their hold times\nand adjusting their positions.
\n"}],"content.vb":"Public Sub UpdatePlayerHoldTimeText(player As GameObject, holdTime As Single)"},"File":"api/Game.LeaderboardManager.yml","Metadata":{"type":"method","summary":"
Updates the hold time text for a specific player on the leaderboard.
This class manages the display of player lives, including creating life icons\nand updating them based on the player's remaining lives.
\n","Type":"class","Syntax":{"content":"public class LifeDisplayManager : MonoBehaviour","content.vb":"Public Class LifeDisplayManager Inherits MonoBehaviour"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.LifeDisplayManager.players","Summary":"
The parent object that contains all player life displays.
\n","Type":"field","Syntax":{"content":"public GameObject players","return":{"type":"Global.GameObject"},"content.vb":"Public players As GameObject"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{"type":"field","summary":"
The parent object that contains all player life displays.
Hides the life display by deactivating the parent object.
\n","Type":"method","Syntax":{"content":"public void HideLifeDisplay()","content.vb":"Public Sub HideLifeDisplay()"},"File":"api/Game.LifeDisplayManager.yml","Metadata":{"type":"method","summary":"
Hides the life display by deactivating the parent object.
This class manages the map selection process by setting the selected map\nbased on the active toggle in the toggle group.
\n","Type":"class","Syntax":{"content":"public class MapSelect : MonoBehaviour","content.vb":"Public Class MapSelect Inherits MonoBehaviour"},"File":"api/Game.MapSelect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ModeSelect","Summary":"
This class manages the game mode selection process by setting the game mode\nbased on the active toggle in the toggle group.
\n","Type":"class","Syntax":{"content":"public class ModeSelect : MonoBehaviour","content.vb":"Public Class ModeSelect Inherits MonoBehaviour"},"File":"api/Game.ModeSelect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MovingPlatform","Summary":"
This class controls a platform that moves between specified points in a loop.
\n","Type":"class","Syntax":{"content":"public class MovingPlatform : MonoBehaviour","content.vb":"Public Class MovingPlatform Inherits MonoBehaviour"},"File":"api/Game.MovingPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.MovingPlatform.platform","Summary":"
The platform object that will move.
\n","Type":"field","Syntax":{"content":"public Transform platform","return":{"type":"Global.Transform"},"content.vb":"Public platform As Transform"},"File":"api/Game.MovingPlatform.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public int startPoint","return":{"type":"System.Int32"},"content.vb":"Public startPoint As Integer"},"File":"api/Game.MovingPlatform.yml","Metadata":{"type":"field","summary":"
This class controls the visibility of an object based on the current game mode.
\n","Type":"class","Syntax":{"content":"public class ObjectVisibility : MonoBehaviour","content.vb":"Public Class ObjectVisibility Inherits MonoBehaviour"},"File":"api/Game.ObjectVisibility.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ObstacleCourse","Summary":"
This class handles the logic for detecting when a player completes the obstacle course.
\n","Type":"class","Syntax":{"content":"public class ObstacleCourse : MonoBehaviour","content.vb":"Public Class ObstacleCourse Inherits MonoBehaviour"},"File":"api/Game.ObstacleCourse.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.ObstacleCourse.playerWon","Summary":"
The player who successfully completes the obstacle course.
\n","Type":"field","Syntax":{"content":"public static GameObject playerWon","return":{"type":"Global.GameObject"},"content.vb":"Public Shared playerWon As GameObject"},"File":"api/Game.ObstacleCourse.yml","Metadata":{"type":"field","summary":"
The player who successfully completes the obstacle course.
This class is used to create cards for players when they join the game.
\n","Type":"class","Syntax":{"content":"public class PlayerCardCreator : MonoBehaviour","content.vb":"Public Class PlayerCardCreator Inherits MonoBehaviour"},"File":"api/Game.PlayerCardCreator.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerCardCreator.Instance","Summary":"
A single instance of this class that can be accessed from anywhere.
\n","Type":"field","Syntax":{"content":"public static PlayerCardCreator Instance","return":{"type":"Game.PlayerCardCreator"},"content.vb":"Public Shared Instance As PlayerCardCreator"},"File":"api/Game.PlayerCardCreator.yml","Metadata":{"type":"field","summary":"
A single instance of this class that can be accessed from anywhere.
This class represents a player join card, displaying the player's number\nand preview in the game lobby.
\n","Type":"class","Syntax":{"content":"public class PlayerJoinCard : MonoBehaviour","content.vb":"Public Class PlayerJoinCard Inherits MonoBehaviour"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.PlayerJoinCard.playerPreview","Summary":"
The preview object representing the player.
\n","Type":"field","Syntax":{"content":"public GameObject playerPreview","return":{"type":"Global.GameObject"},"content.vb":"Public playerPreview As GameObject"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public int playerNumber","return":{"type":"System.Int32"},"content.vb":"Public playerNumber As Integer"},"File":"api/Game.PlayerJoinCard.yml","Metadata":{"type":"field","summary":"
This class handles respawning objects when they collide with a trigger tagged with a specific value.
\n","Type":"class","Syntax":{"content":"public class RespawnOnTriggerEnter : MonoBehaviour","content.vb":"Public Class RespawnOnTriggerEnter Inherits MonoBehaviour"},"File":"api/Game.RespawnOnTriggerEnter.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.RespawnOnTriggerEnter.spawnPoint","Summary":"
The spawn point where the object will respawn.
\n","Type":"field","Syntax":{"content":"public Vector2 spawnPoint","return":{"type":"Global.Vector2"},"content.vb":"Public spawnPoint As Vector2"},"File":"api/Game.RespawnOnTriggerEnter.yml","Metadata":{"type":"field","summary":"
This class manages the health bar visuals for a player, including updating\nthe health bar's size, position, and color based on the player's current health.
\n","Type":"class","Syntax":{"content":"public class TerribleHealthBarScript : MonoBehaviour","content.vb":"Public Class TerribleHealthBarScript Inherits MonoBehaviour"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.TerribleHealthBarScript.fullHealthColor","Summary":"
The color of the health bar when the player is at full health.
\n","Type":"field","Syntax":{"content":"public Color fullHealthColor","return":{"type":"Global.Color"},"content.vb":"Public fullHealthColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The color of the health bar when the player is at full health.
The color of the health bar when the player is at zero health.
\n","Type":"field","Syntax":{"content":"public Color fullDeathColor","return":{"type":"Global.Color"},"content.vb":"Public fullDeathColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The color of the health bar when the player is at zero health.
\n","Type":"field","Syntax":{"content":"public Color subtractionColor","return":{"type":"Global.Color"},"content.vb":"Public subtractionColor As Color"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The text element displaying the player's current and maximum health.
\n","Type":"field","Syntax":{"content":"public TextMeshProUGUI text","return":{"type":"Global.TextMeshProUGUI"},"content.vb":"Public text As TextMeshProUGUI"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
The text element displaying the player's current and maximum health.
\n","Type":"field","Syntax":{"content":"public GameObject player","return":{"type":"Global.GameObject"},"content.vb":"Public player As GameObject"},"File":"api/Game.TerribleHealthBarScript.yml","Metadata":{"type":"field","summary":"
Manages the win screen display for the game.\nDisplays the winning player's information and triggers the win screen animation.
\n","Type":"class","Syntax":{"content":"public class WinScreen : MonoBehaviour","content.vb":"Public Class WinScreen Inherits MonoBehaviour"},"File":"api/Game.WinScreen.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Game.WinScreen.Instance","Summary":"
A singleton instance of the class.\nEnsures only one instance of the WinScreen exists at a time.
\n","Type":"field","Syntax":{"content":"public static WinScreen Instance","return":{"type":"Game.WinScreen"},"content.vb":"Public Shared Instance As WinScreen"},"File":"api/Game.WinScreen.yml","Metadata":{"type":"field","summary":"
A singleton instance of the class.\nEnsures only one instance of the WinScreen exists at a time.
A list of text elements used to display player information on the win screen.
\n","Type":"field","Syntax":{"content":"public List playerTexts","return":{"type":"Global.List{TextMeshProUGUI}"},"content.vb":"Public playerTexts As List(Of TextMeshProUGUI)"},"File":"api/Game.WinScreen.yml","Metadata":{"type":"field","summary":"
A list of text elements used to display player information on the win screen.
This class manages the playback of sound effects in the game.\nIt provides functionality to play specific sounds by name and ensures a singleton instance for global access.
\n","Type":"class","Syntax":{"content":"public class AudioManager : MonoBehaviour","content.vb":"Public Class AudioManager Inherits MonoBehaviour"},"File":"api/Music.AudioManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.AudioManager.soundEffects","Summary":"
A list of all sound effects managed by the AudioManager.
\n","Type":"field","Syntax":{"content":"public List soundEffects","return":{"type":"Global.List{Music.SoundEffect}"},"content.vb":"Public soundEffects As List(Of SoundEffect)"},"File":"api/Music.AudioManager.yml","Metadata":{"type":"field","summary":"
A list of all sound effects managed by the AudioManager.
Manages the music playlists for the game.\nHandles the initialization, playback, and shuffling of music tracks based on the active scene.
\n","Type":"class","Syntax":{"content":"public class MusicManager : MonoBehaviour","content.vb":"Public Class MusicManager Inherits MonoBehaviour"},"File":"api/Music.MusicManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.MusicManager.Instance","Summary":"
A singleton instance of the class.\nEnsures only one instance of the MusicManager exists at a time.
\n","Type":"field","Syntax":{"content":"public static MusicManager Instance","return":{"type":"Music.MusicManager"},"content.vb":"Public Shared Instance As MusicManager"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"field","summary":"
A singleton instance of the class.\nEnsures only one instance of the MusicManager exists at a time.
\n","Type":"field","Syntax":{"content":"public List playlists","return":{"type":"Global.List{Music.Playlist}"},"content.vb":"Public playlists As List(Of Playlist)"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"field","summary":"
Starts the music playlist for the current active scene.
\n","Type":"method","Syntax":{"content":"public void StartPlaylist()","content.vb":"Public Sub StartPlaylist()"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"method","summary":"
Starts the music playlist for the current active scene.
The name of the active scene, or "Title Screen" if no other scene is active.
\n"},"content.vb":"Public Shared Function GetActiveSceneNotTitleScreen() As String"},"File":"api/Music.MusicManager.yml","Metadata":{"type":"method","summary":"
Gets the name of the currently active scene, excluding the "Title Screen".
Represents a playlist of music tracks.\nContains information about the tracks, their associated scenes, and playback settings.
\n","Type":"class","Syntax":{"content":"[Serializable]\npublic class Playlist","content.vb":"\nPublic Class Playlist"},"File":"api/Music.Playlist.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.Playlist.trackName","Summary":"
The name of the playlist.
\n","Type":"field","Syntax":{"content":"public string trackName","return":{"type":"System.String"},"content.vb":"Public trackName As String"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public List trackScenes","return":{"type":"Global.List{System.String}"},"content.vb":"Public trackScenes As List(Of String)"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public List songs","return":{"type":"Global.List{AudioClip}"},"content.vb":"Public songs As List(Of AudioClip)"},"File":"api/Music.Playlist.yml","Metadata":{"type":"field","summary":"
Represents a sound effect, including its name and associated AudioSource.
\n","Type":"class","Syntax":{"content":"public class SoundEffect","content.vb":"Public Class SoundEffect"},"File":"api/Music.SoundEffect.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.SoundEffect.name","Summary":"
The name of the sound effect.
\n","Type":"field","Syntax":{"content":"public string name","return":{"type":"System.String"},"content.vb":"Public name As String"},"File":"api/Music.SoundEffect.yml","Metadata":{"type":"field","summary":"
\n"}],"content.vb":"Public Sub New(name As String, audioSource As AudioSource)"},"File":"api/Music.SoundEffect.yml","Metadata":{"type":"constructor","summary":"
Represents a single layer of a music track.\nEach layer can be triggered and controlled independently based on game events or conditions.
\n","Type":"class","Syntax":{"content":"[Serializable]\npublic class TrackLayer","content.vb":"\nPublic Class TrackLayer"},"File":"api/Music.TrackLayer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Music.TrackLayer.layerName","Summary":"
The name of the music layer.
\n","Type":"field","Syntax":{"content":"public string layerName","return":{"type":"System.String"},"content.vb":"Public layerName As String"},"File":"api/Music.TrackLayer.yml","Metadata":{"type":"field","summary":"
A list of scenes where this layer is active.\nIf empty, the layer is active in all scenes.
\n","Type":"field","Syntax":{"content":"public List layerScenes","return":{"type":"Global.List{System.String}"},"content.vb":"Public layerScenes As List(Of String)"},"File":"api/Music.TrackLayer.yml","Metadata":{"type":"field","summary":"
A list of scenes where this layer is active.\nIf empty, the layer is active in all scenes.
This class manages the player's animations, including setting animation states,\nhandling directional changes, and triggering specific animations like punching.
\n","Type":"class","Syntax":{"content":"public class AnimationPlayer : MonoBehaviour","content.vb":"Public Class AnimationPlayer Inherits MonoBehaviour"},"File":"api/Player.AnimationPlayer.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.AnimationPlayer.state","Summary":"
The current animation state of the player.
\n","Type":"field","Syntax":{"content":"public AnimationPlayer.AnimationState state","return":{"type":"Player.AnimationPlayer.AnimationState"},"content.vb":"Public state As AnimationPlayer.AnimationState"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"field","summary":"
\n"}],"content.vb":"Public Sub SetState(state As AnimationPlayer.AnimationState)"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"method","summary":"
\n","Type":"method","Syntax":{"content":"public void Punch()","content.vb":"Public Sub Punch()"},"File":"api/Player.AnimationPlayer.yml","Metadata":{"type":"method","summary":"
This class handles the player's ability to block and parry incoming attacks.\nBlocking reduces damage, while parrying reflects attacks if timed correctly.
\n","Type":"class","Syntax":{"content":"public class Block : MonoBehaviour","content.vb":"Public Class Block Inherits MonoBehaviour"},"File":"api/Player.Block.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Block.blocking","Summary":"
Indicates whether the player is currently blocking.
\n","Type":"field","Syntax":{"content":"public bool blocking","return":{"type":"System.Boolean"},"content.vb":"Public blocking As Boolean"},"File":"api/Player.Block.yml","Metadata":{"type":"field","summary":"
Indicates whether the player is currently blocking.
This class handles the player's ability to take damage, die, and respawn.\nIt also manages interactions like blocking, parrying, and dropping items when hit.
\n","Type":"class","Syntax":{"content":"public class Damageable : MonoBehaviour","content.vb":"Public Class Damageable Inherits MonoBehaviour"},"File":"api/Player.Damageable.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Damageable.force","Summary":"
The force applied to the player when hit.
\n","Type":"field","Syntax":{"content":"public float force","return":{"type":"System.Single"},"content.vb":"Public force As Single"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"
\n","Type":"field","Syntax":{"content":"public int lives","return":{"type":"System.Int32"},"content.vb":"Public lives As Integer"},"File":"api/Player.Damageable.yml","Metadata":{"type":"field","summary":"
Handles player state after death and resets dying state after respawn.
\n","Type":"method","Syntax":{"content":"public void HandleDeath()","content.vb":"Public Sub HandleDeath()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"
Handles player state after death and resets dying state after respawn.
Respawns the player at the spawn position and resets damage/health bar.
\n","Type":"method","Syntax":{"content":"public void Respawn()","content.vb":"Public Sub Respawn()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"
Respawns the player at the spawn position and resets damage/health bar.
\n","Type":"method","Syntax":{"content":"public void ResetDamage()","content.vb":"Public Sub ResetDamage()"},"File":"api/Player.Damageable.yml","Metadata":{"type":"method","summary":"
This class controls the movement of the camera to follow players during the game.\nIt also handles special behavior for the camera in the win scene.
\n","Type":"class","Syntax":{"content":"public class PlayerCameraMovement : MonoBehaviour","content.vb":"Public Class PlayerCameraMovement Inherits MonoBehaviour"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerCameraMovement.weight","Summary":"
The weight used to blend between the camera's starting position and the players' average position.
\n","Type":"field","Syntax":{"content":"public float weight","return":{"type":"System.Single"},"content.vb":"Public weight As Single"},"File":"api/Player.PlayerCameraMovement.yml","Metadata":{"type":"field","summary":"
The weight used to blend between the camera's starting position and the players' average position.
This class manages player-related functionality, such as joining, leaving, and assigning colors.\nIt also handles starting the game once players have joined.
\n","Type":"class","Syntax":{"content":"public class PlayerManager : MonoBehaviour","content.vb":"Public Class PlayerManager Inherits MonoBehaviour"},"File":"api/Player.PlayerManager.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerManager.Instance","Summary":"
The singleton instance of the class.
\n","Type":"field","Syntax":{"content":"public static PlayerManager Instance","return":{"type":"Player.PlayerManager"},"content.vb":"Public Shared Instance As PlayerManager"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"
A list of player join cards, which represent players in the UI.
\n","Type":"field","Syntax":{"content":"public List cards","return":{"type":"Global.List{Game.PlayerJoinCard}"},"content.vb":"Public cards As List(Of PlayerJoinCard)"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"
A list of player join cards, which represent players in the UI.
A list of colors assigned to players for identification.
\n","Type":"field","Syntax":{"content":"public List playerColors","return":{"type":"Global.List{Color}"},"content.vb":"Public playerColors As List(Of Color)"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"field","summary":"
A list of colors assigned to players for identification.
Starts the game if at least one player has joined.
\n","Type":"method","Syntax":{"content":"public void StartGame()","content.vb":"Public Sub StartGame()"},"File":"api/Player.PlayerManager.yml","Metadata":{"type":"method","summary":"
Starts the game if at least one player has joined.
This class handles the player's movement, including walking, jumping, and animations.\nIt also manages input, physics, and interactions with the ground.
\n","Type":"class","Syntax":{"content":"public class PlayerMovement : MonoBehaviour","content.vb":"Public Class PlayerMovement Inherits MonoBehaviour"},"File":"api/Player.PlayerMovement.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.PlayerMovement.ground","Summary":"
Layers considered as ground for the player.
\n","Type":"field","Syntax":{"content":"public LayerMask ground","return":{"type":"Global.LayerMask"},"content.vb":"Public ground As LayerMask"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"field","summary":"
\n"},"content.vb":"Public Function GetPointInBoxCollider(boxCollider2D As BoxCollider2D, horizontal As Single, vertical As Single) As Vector2"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"method","summary":"
Gets a point on the BoxCollider2D based on horizontal and vertical multipliers.
Stops the player's velocity if grounded, removing inertia.
\n","Type":"method","Syntax":{"content":"public void StopVelocity()","content.vb":"Public Sub StopVelocity()"},"File":"api/Player.PlayerMovement.yml","Metadata":{"type":"method","summary":"
Stops the player's velocity if grounded, removing inertia.
This class handles the punching mechanic for the player, including triggering animations,\nenabling and disabling the hurtbox, and managing player speed during a punch.
\n","Type":"class","Syntax":{"content":"public class Punch : MonoBehaviour","content.vb":"Public Class Punch Inherits MonoBehaviour"},"File":"api/Player.Punch.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.Punch.cancelable","Summary":"
Determines whether the player can cancel their punch action.
\n","Type":"field","Syntax":{"content":"public bool cancelable","return":{"type":"System.Boolean"},"content.vb":"Public cancelable As Boolean"},"File":"api/Player.Punch.yml","Metadata":{"type":"field","summary":"
Determines whether the player can cancel their punch action.
Enables the hurtbox, allowing the punch to interact with other objects.
\n","Type":"method","Syntax":{"content":"public void EnableHurtbox()","content.vb":"Public Sub EnableHurtbox()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Enables the hurtbox, allowing the punch to interact with other objects.
Disables the hurtbox, preventing the punch from interacting with other objects.
\n","Type":"method","Syntax":{"content":"public void DisableHurtbox()","content.vb":"Public Sub DisableHurtbox()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Disables the hurtbox, preventing the punch from interacting with other objects.
\n","Type":"method","Syntax":{"content":"public void DisableCancellation()","content.vb":"Public Sub DisableCancellation()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
\n","Type":"method","Syntax":{"content":"public void EnableCancellation()","content.vb":"Public Sub EnableCancellation()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Resets the player's movement speed to its maximum value after the punch is complete.
\n","Type":"method","Syntax":{"content":"public void ReturnToMaxSpeed()","content.vb":"Public Sub ReturnToMaxSpeed()"},"File":"api/Player.Punch.yml","Metadata":{"type":"method","summary":"
Resets the player's movement speed to its maximum value after the punch is complete.
This class handles teleportation for platforms and players when they collide with the teleport trigger.\nIt can teleport either the platform itself or a player to a specified location.
\n","Type":"class","Syntax":{"content":"public class TeleportPlatform : MonoBehaviour","content.vb":"Public Class TeleportPlatform Inherits MonoBehaviour"},"File":"api/Player.TeleportPlatform.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.TeleportPlatform.teleportPoint","Summary":"
The position where the platform or player will be teleported.
\n","Type":"field","Syntax":{"content":"public Vector2 teleportPoint","return":{"type":"Global.Vector2"},"content.vb":"Public teleportPoint As Vector2"},"File":"api/Player.TeleportPlatform.yml","Metadata":{"type":"field","summary":"
The position where the platform or player will be teleported.
This class allows a player to pick up, hold, and drop items during the game.\nIt is primarily used for managing interactions with the "hat" in "keep-away" mode.
\n","Type":"class","Syntax":{"content":"public class UseItem : MonoBehaviour","content.vb":"Public Class UseItem Inherits MonoBehaviour"},"File":"api/Player.UseItem.yml","Metadata":{},"IsExplicitInterfaceImplementation":false},{"Uid":"Player.UseItem.holdTime","Summary":"
The total time the player has held the item.
\n","Type":"field","Syntax":{"content":"public float holdTime","return":{"type":"System.Single"},"content.vb":"Public holdTime As Single"},"File":"api/Player.UseItem.yml","Metadata":{"type":"field","summary":"
The position where the item will be held (e.g., above the player's head).
\n","Type":"field","Syntax":{"content":"public Transform head","return":{"type":"Global.Transform"},"content.vb":"Public head As Transform"},"File":"api/Player.UseItem.yml","Metadata":{"type":"field","summary":"
The position where the item will be held (e.g., above the player's head).
Allows the player to drop the item they are holding.
\n","Type":"method","Syntax":{"content":"public void DropItem()","content.vb":"Public Sub DropItem()"},"File":"api/Player.UseItem.yml","Metadata":{"type":"method","summary":"
Allows the player to drop the item they are holding.
This class handles the punching mechanic for the player, including triggering animations,\nenabling and disabling the hurtbox, and managing player speed during a punch.
This class manages the behavior of the hat in the game, including its respawn logic.\nThe hat can be picked up, dropped, and respawned after a certain amount of time.
This class handles teleportation for platforms and players when they collide with the teleport trigger.\nIt can teleport either the platform itself or a player to a specified location.
This class controls platforms that fall when touched by a player or another platform.\nThe platform will fall after a delay and then reset to its original position.
This class handles the player's ability to take damage, die, and respawn.\nIt also manages interactions like blocking, parrying, and dropping items when hit.
This class manages the health bar visuals for a player, including updating\nthe health bar's size, position, and color based on the player's current health.
This class allows a player to pick up, hold, and drop items during the game.\nIt is primarily used for managing interactions with the "hat" in "keep-away" mode.
This class manages the playback of sound effects in the game.\nIt provides functionality to play specific sounds by name and ensures a singleton instance for global access.
This class helps manage positions for the GameManager during development.\nIt allows adding hat spawn positions and player spawn positions directly in the editor.
This class manages player-related functionality, such as joining, leaving, and assigning colors.\nIt also handles starting the game once players have joined.
The GameManager class manages the overall game logic, including game modes, player states,\ngame events, and game-over conditions. It ensures a single instance exists and provides\nfunctionality for starting, updating, and ending the game.
This class handles the player's movement, including walking, jumping, and animations.\nIt also manages input, physics, and interactions with the ground.
This class handles the player's ability to block and parry incoming attacks.\nBlocking reduces damage, while parrying reflects attacks if timed correctly.
This class manages the player's animations, including setting animation states,\nhandling directional changes, and triggering specific animations like punching.
The GameManager class manages the overall game logic, including game modes, player states,\ngame events, and game-over conditions. It ensures a single instance exists and provides\nfunctionality for starting, updating, and ending the game.
This class handles the player's movement, including walking, jumping, and animations.
+It also manages input, physics, and interactions with the ground.
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.
This class handles the player's ability to block and parry incoming attacks.
+Blocking reduces damage, while parrying reflects attacks if timed correctly.
This class handles the player's ability to block and parry incoming attacks.
+Blocking reduces damage, while parrying reflects attacks if timed correctly.
Lorem markdownum cavis exululat inutile. Illi quem caeli, vola patruo difficili
+Iuppiter Patraeque, est ardebant ingeniis Troica intus Amore tibi mirantem
+superfusis, multum.
+
+
Ut Achilles
+
Et sitim
+
Tibi modo ait temptant crinita daret
+
Pariter in removi offensasque Lenaeo damno terra
+
+
Phoebes ut damnosa classis ignes templo; tua ulla capillos ultima. Videre
+percusso plectro templa fuit diva minimum debere, quid nomen Philomela animis.
+Verbis istis flagrat vulnera inpediique ignes. Gravi filo obvius arte Amphionis
+Panes emisitque iubet.
+
Latona te timens
+
Latentia ante, eundem meritorum sunto! Elige in timuit templa ferrea, qui arma
+ligati stagnum turbant. Fraternaque aeternus, dedisse, naufragus corripiens
+ranas Amathunta et quod laetior culpa nec semper scorpius fuit vicem corpora
+ardere. Fallit in artus primordia, fratres per aliis, ipsi manu Asiae quod
+marmorea.
Lumina ut tamen praesentia vidistis nymphae auroque
+
Bromumque in portant furorem. Visa init resurgere praevitiat canibus et,
+dedignata turea, ilia.
+
+
Pisenore mensura insula aere nec per o gladium causa: Alcidae. Veris sentes
+pallet, alta melius nostra amborum probant, deam. Iuventae dedimus nitidaque
+hunc traxisse sermonibus pectine flecti an
+pateres, hac ore gelidis foret semper. Sithon pelle.
+
+
Bracchia Hippason videntur fateri hosti: palpitat animo est reliquit anne nam
+confusaque. Interea rex altis munera quem quae quoque rorant, rauco albescere
+scopulo moriensque parvo, pectus illa, quadrupedes.
+
Notavit haec. Vertit pars quem Euryte casu usta iterum! Ablatum pectus
+corripiunt neu humus tamquam; ducens stellarum amore. Pulsisque latet, ad tamen
+victor fulva Tirynthius posco; qui inque in poena quidem
+enses!
This class handles the punching mechanic for the player, including triggering animations,
+enabling and disabling the hurtbox, and managing player speed during a punch.
Gets a list of all players who are still alive in the game.
+
+
+
Declaration
+
+
public List<GameObject> AlivePlayers()
+
+
Returns
+
+
+
+
Type
+
Description
+
+
+
+
+
List<><GameObject>
+
A list of players who are still active in the game.
+
+
+
+
+
Remarks
+
This method checks all players in the game and returns only those who are still active.
+A player is considered "alive" if their GameObject is active in the scene.
+
+
+
+
+
GameOver()
+
Ends the game and determines the winner based on the current game mode.
+
+
+
Declaration
+
+
public void GameOver()
+
+
Remarks
+
This method handles the end-of-game logic, such as stopping the timer, hiding UI elements,
+and determining the winner based on the GameManager.GameMode. It also triggers the
+EndGameEvent for any subscribed listeners.
+
In "free-for-all" mode, the last alive player is declared the winner. In "keep-away" mode,
+the player with the longest hold time wins. In "obstacle course" mode, the winner is determined
+by the ObstacleCourse logic.
+
+
Examples
+
GameManager.Instance.GameOver();
+
+
+
+
+
PlayerDied(Damageable)
+
Handles what happens when a player dies, like respawning them or ending the game.
Sets up the game based on the selected game mode. This includes spawning players and setting their lives.
+
+
+
Declaration
+
+
public void StartGame()
+
+
+
+
+
UpdatePlayerHoldTime(GameObject, float)
+
Updates the hold time for a player and refreshes the leaderboard.
+
+
+
Declaration
+
+
public void UpdatePlayerHoldTime(GameObject player, float holdTime)
+
+
Parameters
+
+
+
+
Type
+
Name
+
Description
+
+
+
+
+
GameObject
+
player
+
The player whose hold time is being updated.
+
+
+
+
float
+
holdTime
+
The new hold time for the player.
+
+
+
+
+
Remarks
+
This method updates the player's hold time in the dictionary and refreshes the leaderboard UI.
+If the player's hold time is higher than before, the leaderboard is re-sorted.
Lorem markdownum quos stimulosque altos. Putat nubes molle Troiae vero dea;
+nostraque plurima. Vos de mihi, credidit: salibus et
+iacuit, volvitur sunt unda fronti deriguisse refert.
+
Sumpsisse viso
+
Nubila nomine. Purpura se o et causa parva ripas, adsonat saevaque; quid modo
+ambo et venere voveo. Sine et esse, illa tempore, sive tibi roseo, ministerio
+altos. Trepident medicamine, primasque cum et peregit
+dapibusque quoslibet hominis quoque insula.
+Tepentibus ut Cecropios ab turba, est auro ferventi aliter duratos feres
+differtis Ausoniis potes, non noctis Laertaque iuvenes.
+
Caelumque vestigia
+
Et promissa fila sentiet leges; Phrygiae et levatus ferire? Salutifer coniugis
+fierent ante fecissent post vultumque ultima, per radios currere; tandem.
+Fuerat qua, ne foedera reformatus nunc
+diu dea audet nonne.
+
+
Ut utinam mitia tenuerunt movent spectans Mavortis nulla ite, somnos exsiccata
+dixit Aeetias. Binas Trinacriam album ex ipse. Quoque una utraque tardius
+placetque gerere; mariti sed dare ludunt memorante Delphice corpora. Caret
+quantum intellegat venis gaudent eurus. Et suos crista; has et ferarum quid
+audit omine; mea cum praemia quae duris, suspicor.
+
+
Adflati qui
+
Spiro conata supprimit diemque; ora oblitus ensem alti non quo lacrimis ferunt,
+ageret Cebrenida rutilis delendaque? Terras lata modus: nec fas, misi utque
+adpositis Iunonis. Fide vidit, ferox Schoeneia mundi, voce, tellus pariterque
+pedum, sic Celadon securior corpora partesque posito.
+
+
Potest faxo unda pendulaque ille rostro, haesit pars: formidine captat,
+viseret simulaverat! Sequi est peragit flumineae pallent simulatas formae
+avulsa, imagine undis; formam. Et nec sed adeunt, huic aequa et ignes nec,
+medere terram. Move ipsum abnuat retemptat retinebat duabus diu Iovi est
+pluma. Tecum non deducit Pelops Inachus: arcet aliquemque, regia telo.
+
+
Tollens altore nec semel qui voce Palatinae
+
Apertis et dei duo inquit; luna secundo, fervida terret. In haec dextra
+septima Tydides tibi: congelat hospes nativum radice tegumenque membris
+Hesperio ne Libys, est vocabula siqua. Dumque stet
+mulces, ut fontem dea atricolor, est pronos,
+clarissimus poterat cum intrare sidere templi.
Sagitta curvum quoque petisti opibusque proximitas in, illa vestrum, mihi domum
+nescia flexit sacra in. Magni vive sim crescente causam saxo voluit, mens,
+quod. Tela ter ulterius similis illos nato refugit ait verbaque nec fatigatum
+penates iaculatricemque cecidit pinnas, cum. Misso contigit caelo dedissent
+lumina; nympha ad vobis occidat, malo sacra utrumque cunctos Diomedeos addita.
+Virgineus autumnos, ait mitissima curru: fuit sed fessi se habebat hactenus
+Ultor; meus.
This class manages the playback of sound effects in the game.
+It provides functionality to play specific sounds by name and ensures a singleton instance for global access.
\ No newline at end of file
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@@ -0,0 +1,160 @@
+
+
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.
This class helps manage positions for the GameManager during development.
+It allows adding hat spawn positions and player spawn positions directly in the editor.
This class handles the player's ability to block and parry incoming attacks.\nBlocking reduces damage, while parrying reflects attacks if timed correctly.
This class handles the punching mechanic for the player, including triggering animations,\nenabling and disabling the hurtbox, and managing player speed during a punch.
This class handles the player's movement, including walking, jumping, and animations.\nIt also manages input, physics, and interactions with the ground.
This class handles teleportation for platforms and players when they collide with the teleport trigger.\nIt can teleport either the platform itself or a player to a specified location.
This class allows a player to pick up, hold, and drop items during the game.\nIt is primarily used for managing interactions with the "hat" in "keep-away" mode.
This class manages the player's animations, including setting animation states,\nhandling directional changes, and triggering specific animations like punching.