Namespace Global
Classes
AdjustTransformToCurve
AnimalAnimationManager
AutohookAttribute
Automatically hooks up a property to a component on the same gameobject in the editor. Useful for skipping GetComponent calls.
AutohookPropertyDrawer
BiteableFoodObject
Component to turn any object to biteable thing. Can be reused for any object that can have sub-states, so not only for food. Has basic logic for object states, applies sequences from FoodBiteSequence classes for animation and process control
BiteableFoodObjectController
BlendTreeRandomizer
Block
Block contains all the client side data for a block, including a builder which conains rules and meshes for rendering.
BlockBuilder
BlockBuilder is a base class used for block builders, which control how a block is visually displayed.
BlockEditor
BlockMeshLodGroup
A group of meshes for a block, LOD0 contains the highest detail varians, LOD1 contains mid detail and LOD2 contains low detail.
BlockRule
BlockSet
BlockSetContainer
Simple MonoBehaviour used to contain a list of BlockSets. These are loaded into the modkit at load time.
BlockSetEditor
BlockSetMenus
ChangedFloatStateEvent
ChangedStateEvent
ChangedStringStateEvent
ChatEmote
Represents a chat emote inside a ChatEmoteSet
ChatEmoteSet
Represents a emote set usable by the chat emote manager.
ChatEmoteSetOld
Represents a emote set usable by the chat emote manager.
CustomAnimsetOverride
CustomBuilder
CustomBuilder is used for choosing a block mesh dependent on the blocks that surround it. This is key to allowing continuous geometry as opposed to plain blocks.
CustomBuilderEditorWindow
CustomBuilderUtilities
EcoLight
EditorGUIUtils
EmbeddedLocString
EmbeddedLocStringParameter
EnumFlagsMaskAttribute
Use an inspector that helps define a mask (for flags enums)
EnumFlagsMaskAttributeDrawer
FontContainer
Container object for passing font assets from mod client bundles to the Eco client for use in the rich text tag parser system.
See the Eco wiki page available here for more info.
FoodBiteSequence
Defines custom eating sequence for food items Due to virtual/abstract design can support lots of derived variations
FoodEffects
Configurable food effects to use with BiteableFoodObject Will help to subscribe to all the actions and tie them to particles and sounds
FullToNoneSequence
GenericToolController
GenericToolController partial class to provide that functionality to modkit
GUIUtils
HighlightableObject
ImageContainer
A container for holding a group of sprites and returning them in a dictionary keyed to their names for later lookup.
ItemAnimationData
Basic component to setup item animation overrider. Including Modkit.
MeshUsageCase
A single case used in the CustomBuilder. When the conditions are met, the included mesh or alternatives will be used to render a block.
MeshUsageCaseEditorComponent
ModExporter
ModkitPrefabContainer
A container for prefabs that will get loaded by the modkit. Any type of prefab the modkit can load can be used.
ModkitPrefabContainerEditor
NetObjComponent
OffsetCondition
A reference to a block surrounding the target block with rules used for choosing a mesh usage case.
OneByOneSequence
OptimizedMonobeh
PlanterPot
Client side component for using the server FakePlantComponent. Spawns a fake plant when seeds are stored in a world object "pot".
PrefabBlockBuilder
A base class for chunk prefab builders which return a prefab that should be spawned for a block given the surrounding set of blocks.
PrefabRuleBlockBuilder
PrefabRuleBlockBuilder uses rules similar to CustomBuilder to return a prefab.
PrefabRuleBlockBuilderEditorWindow
PrefabUsageCase
A usage case for PrefabRuleBlockBuilder. When the conditions are met the prefab will be used.
PrefabUsageCaseEditorComponent
QuaternionToEulerAttribute
Use this on a
QuaternionToEulerPropertyDrawer
ReadOnlyAttribute
Read Only attribute. Attribute is used only to mark ReadOnly properties.
ReadOnlyDrawer
This class contain custom drawer for ReadOnly attribute. Original code from : https://www.patrykgalach.com/2020/01/20/readonly-attribute-in-unity-editor/
SetStateEvent
SetStateTrackerIDOnStateEnter
Sign
Client side component for consuming the data from a CustomTextComponent to create custom sign WorldObjects using TextMeshPro.
SpecificInteractable
StateMachineCountdown
StateMachineFloatRandomizer
StateMachineRandomRange
StringToLocalize
Class used by Localization Tool to hold strings intended for localization.
StringToLocalizeExtensions
SyncPhysics
TextureScroll
Use this class for scrolling texture on conveyor belts.
UnityAnimal
Primary component for registering a game object as an Eco animal.
WaitForGround
Disables an object completely until there is ground underneath it, then enables it in an attempt to prevent physics objects from falling through the earth among other things.
WeightedPrefabBlockBuilder
Returns a prefab based on a weighted list and a random number used to select from the list.
WorldObject
WorldObjectEditor
WrapTarget
Structs
AnimsetOverrideItem
MeshAndFlags
WeightedPrefabBlockBuilder.WeightedPrefab
Interfaces
ILocalizable
Enums
AxisSyncMode
Describes which axis or combination, if any, to synchronize.
BlockRule.RuleType
FoodEffects.FoodSoundType
FoodEffects.InteractionSoundType
FoodEffectType
OffsetCondition.Offset
OverrideMaterialTransparency
Used to force set a block material to be transparent or opaque.
PerFaceFlag
A simple enum using a bit per cube face.
PredefinedFoodAnimations
RotationAxis
Axis used for rotation in MeshUsageCase.