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    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.

    DamageType

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