Namespace LobsterFramework
Classes
AndValue
Value is true if all effectors are true, otherwise return base value
BoolEventChannel
CharacterStateManager
CombinedValueEffector<T>
CombinedValue<T>
Represents the combined value of a set of values of the same type.
ContinousCollision2D
Coroutine
Represents the state of Coroutine, can be used to query if the coroutine has finished.
CoroutineRunner
Manages coroutine running operations
DescriptionBaseSO
Scriptable objects with descriptions
DialogueDisplayer
DialogueNode
DialogueObject
DialogueResponse
DisableEditInPlayMode
Disable editing of this property in editor while in Play Mode
DisplayNameAttribute
Overrides the displayed name of the field in inspector. Need to be used before other Unity property attributes to avoid being overriden.
EffectProcessor
Entity
Character class of the game. Provides an interface for health/damage system. Entities will be disabled when their health goes down to or below 0.
EntityGroup
EnumCache
Helper class for quicker enum type queries. The result obtained from reflection is cached locally making subsequent queries faster.
FieldDescriptionAttribute
FilePathAttribute
FloatEventChannel
FloatProduct
Value is the product of all effectors
FloatSum
Value is the sum of all effectors
FolderPathAttribute
GameUtility
IdDistributor
IntEventChannel
IntSum
Value is the sum of all effectors
InventoryUtil
LayerAttribute
MenuTree<T>
A menu tree that is used by editor scripts to display nested menu options
MovementController
ObjectPool
OrValue
Value is true if one effector is true, otherwise return base value
Poise
Projectile
ReadOnlyAttribute
ReferenceProvider
Provides references to ReferenceRequester data containers.
ReferenceRequester
Inherited by data containers to request references to monobehaviors at runtime. The monobehaviors that operate on these data containers should inherit from ReferenceProvider to be able to provide these references.
RequireComponentReferenceAttribute
Indicates this class requires a reference to the specified Component to function, this attribute will be inherited by subclasses.
RequirementDescription
Describes the a reference requirement
SceneLoader
This class manages the scene loading and unloading.
SerializableArray<T>
A wrapper class of an array of serializable objects.
SerializableDictionary<TKey, TValue>
SerializableList<T>
A wrapper class of an array of serializable objects.
SerializableType
Unconstrainted version of SerializableType<T>
SerializableType<T>
A type object that can be serialized and deserialized by Unity.
Setting
Signal<T>
Represents a signal that can be queried for value. It will automatically go back to default state every time the value is queried.
SortableItem<T>
StringEventChannel
SubLevelComponent
Child object's components may inherit this to get access to the parent object
TemporalObject
TypeCache
VarBool
VarFloat
VarInt
VarString
Variable<T>
VoidEventChannel
XList<T>
A list that disables editing when entering playmode
Structs
CoroutineOption
Represents options available for Coroutines, use predefined values or utility methods to create the option needed
Damage
RefBool
RefFloat
RefInt
RefString
SimpleCollision2D
Enums
CharacterStateManager.CharacterState
The state of the character, ordered by their priorities. If the conditions for multiple character states are met, only the one with the highest priority will take place.