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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 field to show a Vector3 in inspector for it.

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.

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