Infohazard.Core 1.4.1
Infohazard Core Utility Library
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CInfohazard.Core.AssetDropdownAttributeAttribute that draws an object reference as a dropdown that searches through the project.
 CInfohazard.Core.ComponentIDA serializable type used to uniquely identify a component relative to a root GameObject.
 CInfohazard.Core.ConditionalDrawAttributeAttribute draws a property when a given condition is true.
 CInfohazard.Core.Editor.CoreDrawersContains extensions to EditorGUI for drawing custom properties.
 CInfohazard.Core.Editor.CoreEditorUtilityContains several editor-only utilities.
 CInfohazard.Core.DebugUtilityContains various static methods relating to debugging and diagnostics.
 CInfohazard.Core.DefaultPoolHandlerAn IPoolHandler that is passed a prefab directly.
 CInfohazard.Core.DrawSingleChildPropertyAttributeAttribute draws only a single child property of a property.
 CInfohazard.Core.EditNameOnlyAttributeAttribute that draws only the name of an Object reference field.
 CInfohazard.Core.EnumerableUtilityContains various static methods for working with sequences, extending the functionality of LINQ.
 CInfohazard.Core.ExpandableAttributeAttribute that enables editing properties of a referenced object.
 CInfohazard.Core.GameObjectUtilityContains utility methods for dealing with GameObjects and Transforms.
 CInfohazard.Core.HelpBoxAttributeUsed 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.IObjectReferenceFieldAssignmentValidatorUsed to validate and modify values that a user is attempting to assign to an object reference field.
 CInfohazard.Core.Editor.ObjectReferenceFieldAssignmentValidatorIObjectReferenceFieldAssignmentValidator that uses Unity validation internally, and allows adding additional validation with a simplified interface.
 CInfohazard.Core.IPersistedInstanceThis 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.MathUtilityContains utility methods for working with mathematical types and solving math equations.
 CInfohazard.Core.MustImplementAttributeApplied to object reference fields to ensure that an assigned Object must implement one or more interfaces.
 CInfohazard.Core.Editor.ObjectValidatorsProvides methods for validating objects.
 CInfohazard.Core.PassiveTimerA lightweight timer that does not need to be updated each frame.
 CInfohazard.Core.PauseManages 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.PooledParticleEffectA component that can be attached to ParticleSystem GameObjects to make them work correctly with pooling.
 CInfohazard.Core.PooledTrailA component that can be attached to TrailRenderer GameObjects to make them work correctly with pooling.
 CInfohazard.Core.PoolManagerThe singleton manager class that handles object pooling.
 CInfohazard.Core.ProgressBarUsed to create health bars and other types of progress bars without using a Slider.
 CInfohazard.Core.SpawnRefBase< T >.PropNamesThis is used to refer to the names of private fields in this class from a custom Editor.
 CInfohazard.Core.RandomUtilityContains extensions to builtin randomization functionality.
 CInfohazard.Core.SceneControlProvides 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.SingletonAssetBaseBase 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.SpawnableAttach this component to a prefab to enable it to use the pooling system.
 CInfohazard.Core.SpawnParamsUsed 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.StringUtilityContains string processing utilities.
 CInfohazard.Core.TagProvides string constants for builtin Unity tags.
 CInfohazard.Core.TagMaskUsed to select tags in the inspector, including the ability to select multiple tags.
 CInfohazard.Core.TagMaskUtilityStatic operations on Tag enum values.
 CInfohazard.Core.Editor.TagsGeneratorClass used to generate the GameTag.cs file to use your custom tags in code.
 CInfohazard.Core.TimeToLiveDespawns a GameObject after a set amount of time.
 CInfohazard.Core.TriggerVolume.TriggerEventsClass that stores the UnityEvents used by a TriggerVolume.
 CInfohazard.Core.TriggerVolumeA script that makes it easy to add events to a trigger collider.
 CInfohazard.Core.TypeSelectAttributeAttribute that draws string fields as a dropdown where a Type can be selected.
 CInfohazard.Core.TypeUtilityContains utilities for working with C# reflection types and getting a type by its name.
 CInfohazard.Core.UniqueNamedObjectThis script is used to assign a unique name to an object, which can then be used to find that object.
 CInfohazard.Core.UniqueNameListA list used to organize unique names used by objects.
 CInfohazard.Core.UniqueNameListEntryA unique name asset, usable by a UniqueNamedObject.