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Namespace Eco.Gameplay.Objects

Classes

AlwaysMayBeComponentAttribute

Put this tag on components that are always allowed to be on objects (they wont be removed automatically)

BecomesRubble

BuildingWorldObjectBlock

Solid world object block used as a placeholder in occupied blocks. Marked as solid on the client, for builder purposes.

Continue

Determines flow when processing several things, used as a return value.

EcoObjectManager

FertileWorldObjectBlock

GarbageInventoryBlock

MayHaveComponentAttribute

Declare this objects that may or may not have a given component. This is needed because any component that is not [Required] or [MayRequire] will be removed on server load, as a way of migrating away old component.

MemoryManager

Used to find memory leaks, by example, world objects that are still exists in memory even after removal from the world.

PhysicsWorldObject

PickupableBlock

PipeSlotBlock

RequireComponentAttribute

RubbleObject

Represents rubble object. These objects are physicly simulated some time and frozen after that. It's done for optimization reasons so rubbles not gonna be simulated forever.

RubbleObject<TItemType>

RubbleObjectMetaInfo

TechTreeVisualizer

TrackPlacementComponent

WaterWorldObjectBlock

A WorldObject Water Block that replaces a Terrain Water Block. Occupies the space in the water, blocking placement

WorldObject

WorldObjectBlock

WorldObjectComponent

Base class for all world object components. Icon attribute should be applied on a particular descendant, do not put it here.

WorldObjectComponentClientAvailability

WorldObjectHandle

WorldObjectManager

WorldObjectUtil

WorldObjectUtil.PickupType

Interfaces

IEcoObject

IFreezable

Physics objects that can be freezed, so unity physics wont affect them anymore. Sample: rubble, which after some time of physic simulation gonna to be attach to something and no longer move. This is used mainly for optimizations reasons, so it wont simulate all rubble objects all the time, but there are also another case for that: by example, prevent shop truck from be moved away by physic simulation.

IInventoryWorldObjectComponent

We implement this interface to all world object components that have inventories.

IOperatingWorldObjectComponent

IPickupConfirmationComponent

IPostAddListenerComponent

ITickOnDemand

Interface for components (and other objects) which may want to have call to TickOnDemand() when closest Eco.Gameplay.Objects.WorldObjectManager.TickAll happens. It it was added within Tick() then it will be processed same tick. They may be registered with AddToTick(ITickOnDemand).

IWorldObjectManager

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