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Infohazard.Core 1.4.1
Infohazard Core Utility Library
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CInfohazard.Core.AssetDropdownAttribute | Attribute that draws an object reference as a dropdown that searches through the project. |
CInfohazard.Core.ComponentID | A serializable type used to uniquely identify a component relative to a root GameObject. |
CInfohazard.Core.ConditionalDrawAttribute | Attribute draws a property when a given condition is true. |
CInfohazard.Core.Editor.CoreDrawers | Contains extensions to EditorGUI for drawing custom properties. |
CInfohazard.Core.Editor.CoreEditorUtility | Contains several editor-only utilities. |
CInfohazard.Core.DebugUtility | Contains various static methods relating to debugging and diagnostics. |
CInfohazard.Core.DefaultPoolHandler | An IPoolHandler that is passed a prefab directly. |
CInfohazard.Core.DrawSingleChildPropertyAttribute | Attribute draws only a single child property of a property. |
CInfohazard.Core.EditNameOnlyAttribute | Attribute that draws only the name of an Object reference field. |
CInfohazard.Core.EnumerableUtility | Contains various static methods for working with sequences, extending the functionality of LINQ. |
CInfohazard.Core.ExpandableAttribute | Attribute that enables editing properties of a referenced object. |
CInfohazard.Core.GameObjectUtility | Contains utility methods for dealing with GameObjects and Transforms. |
CInfohazard.Core.HelpBoxAttribute | Used to add a detailed help box that can be toggled in the inspector. This can be used to provide more information than a simple tooltip |
▼CInfohazard.Core.Editor.IObjectReferenceFieldAssignmentValidator | Used to validate and modify values that a user is attempting to assign to an object reference field. |
CInfohazard.Core.Editor.ObjectReferenceFieldAssignmentValidator | IObjectReferenceFieldAssignmentValidator that uses Unity validation internally, and allows adding additional validation with a simplified interface. |
CInfohazard.Core.IPersistedInstance | This is a hack so that PoolManager can send messages to PersistedGameObjects. |
CInfohazard.Core.ListQueue< T > | A FIFO data structure similar to a Queue, except that it implements all List operations. |
CInfohazard.Core.MathUtility | Contains utility methods for working with mathematical types and solving math equations. |
CInfohazard.Core.MustImplementAttribute | Applied to object reference fields to ensure that an assigned Object must implement one or more interfaces. |
CInfohazard.Core.Editor.ObjectValidators | Provides methods for validating objects. |
CInfohazard.Core.PassiveTimer | A lightweight timer that does not need to be updated each frame. |
CInfohazard.Core.Pause | Manages pausing and unpausing of the game. |
CInfohazard.Core.Pool< T > | Provides a simple pool with an interface similar to the official Unity pool added in 2021. |
CInfohazard.Core.PooledParticleEffect | A component that can be attached to ParticleSystem GameObjects to make them work correctly with pooling. |
CInfohazard.Core.PooledTrail | A component that can be attached to TrailRenderer GameObjects to make them work correctly with pooling. |
CInfohazard.Core.PoolManager | The singleton manager class that handles object pooling. |
CInfohazard.Core.ProgressBar | Used to create health bars and other types of progress bars without using a Slider. |
CInfohazard.Core.SpawnRefBase< T >.PropNames | This is used to refer to the names of private fields in this class from a custom Editor. |
CInfohazard.Core.RandomUtility | Contains extensions to builtin randomization functionality. |
CInfohazard.Core.SceneControl | Provides some methods to navigate to scenes. |
CInfohazard.Core.Singleton< T > | Base class that makes it easier to write scripts that always have exactly one instance. |
▼CInfohazard.Core.SingletonAssetBase | Base class of SingletonAsset<T>. For internal use only. |
CInfohazard.Core.SingletonAsset< T > | Base class that makes it easier to write ScriptableObjects that always have exactly one instance in your project. |
CInfohazard.Core.Spawnable | Attach this component to a prefab to enable it to use the pooling system. |
CInfohazard.Core.SpawnParams | Used to pass spawn parameters to various object creation/initialization methods. |
▼CInfohazard.Core.SpawnRefBase< T > | Only used internally. |
CInfohazard.Core.SpawnRef< T > | SpawnRef for spawning a GameObject directly. |
▼CInfohazard.Core.SpawnRefBase< GameObject > | |
CInfohazard.Core.SpawnRef< T > | SpawnRef for spawning a GameObject directly. |
CInfohazard.Core.StringUtility | Contains string processing utilities. |
CInfohazard.Core.Tag | Provides string constants for builtin Unity tags. |
CInfohazard.Core.TagMask | Used to select tags in the inspector, including the ability to select multiple tags. |
CInfohazard.Core.TagMaskUtility | Static operations on Tag enum values. |
CInfohazard.Core.Editor.TagsGenerator | Class used to generate the GameTag.cs file to use your custom tags in code. |
CInfohazard.Core.TimeToLive | Despawns a GameObject after a set amount of time. |
CInfohazard.Core.TriggerVolume.TriggerEvents | Class that stores the UnityEvents used by a TriggerVolume. |
CInfohazard.Core.TriggerVolume | A script that makes it easy to add events to a trigger collider. |
CInfohazard.Core.TypeSelectAttribute | Attribute that draws string fields as a dropdown where a Type can be selected. |
CInfohazard.Core.TypeUtility | Contains utilities for working with C# reflection types and getting a type by its name. |
CInfohazard.Core.UniqueNamedObject | This script is used to assign a unique name to an object, which can then be used to find that object. |
CInfohazard.Core.UniqueNameList | A list used to organize unique names used by objects. |
CInfohazard.Core.UniqueNameListEntry | A unique name asset, usable by a UniqueNamedObject. |