AnimationReferenceAttribute |
Marks a string or int field to show a popup menu in the inspector which lets you
select an animation value name or hash respectively. Values include both states and parameters.
WARNING: selecting a value using this attribute does not link the field to that state or parameter. Renaming
the state or parameter will NOT automatically update the value of the attributed field.
If you're interested in an animation system which avoids the need for these weak unsafe references entirely,
you should check out Animancer.
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Asset<T> |
A wrapper which simplifies the process of lazy loading and caching resources and other assets, i.e. only
loading them when they are first needed instead of on startup.
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AssetInjectionAttribute |
An Weaver.InjectionAttribute for attributes that inject an asset reference. |
AssetInstanceAttribute |
An Weaver.AssetInjectionAttribute which instantiates a copy of the target asset and assigns the copy to
the attributed member.
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AssetList |
A UnityEngine.ScriptableObject containing a list automatically populated with all assets of a given type in a
specific folder. Gathering takes place in the Unity Editor so the list can be loaded efficiently at runtime.
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AssetList<T> |
An Weaver.AssetList that serializes direct references to the target assets.
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AssetListBase |
A UnityEngine.ScriptableObject containing a list which is automatically populated with all assets of a given
type in a specific folder. Gathering takes place in the Unity Editor so the list can be loaded efficiently at
runtime and the target assets do not need to be in a Resources folder.
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AssetPoolAttribute |
An Weaver.AssetInjectionAttribute which assigns an Weaver.ObjectPool`1 to the attributed member
that creates new items by instantiating copies of the target asset.
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AssetReferenceAttribute |
An Weaver.AssetInjectionAttribute which assigns the target asset directly to the attributed member.
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CSharp |
A variety of methods relating to C# code. |
EditorPrefAttribute |
An Weaver.InjectionAttribute which saves and loads the value of the attributed member in
UnityEditor.EditorPrefs .
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InjectionAttribute |
Base class for attributes which define behaviours for automatically injecting values into static properties.
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ItemList |
A Weaver.MetaAssetList`2 of Weaver.Examples.Item prefabs and their
Weaver.Examples.ItemMetaData .
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LazyAssetList<T> |
An Weaver.AssetList that serializes resource paths so that assets don't need to be loaded until they are
first accessed.
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MeshBuilder |
Encapsulates lists of vertices, normals, etc. to simplify the procedural generation of meshes.
To use: simply add elements to the lists (Weaver.MeshBuilder.Vertices , Weaver.MeshBuilder.Indices , Weaver.MeshBuilder.UVs ,
etc.) then call any of the Compile() overloads. You can also implicitly cast a Weaver.MeshBuilder to a
UnityEngine.Mesh .
You can efficiently reuse a Weaver.MeshBuilder by calling Weaver.MeshBuilder.Clear .
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MeshUtilities |
Various utility methods for using the Weaver.MeshBuilder class. |
MetaAssetList<TAsset, TMeta> |
A Weaver.LazyAssetList`1 that serializes a specific type of meta-data about the listed assets so that
the data can be accessed and evaluated without actually loading the assets.
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MissileList |
An Weaver.AssetList`1 of Weaver.Examples.Missile prefabs. |
ObjectList |
An Weaver.AssetList for any UnityEngine.Object . |
ObjectPool |
Various utilities and extension methods for Weaver.ObjectPool`1 .
More detailed instructons on how to use this class and those related to it can be found at
https://kybernetik.com.au/weaver/docs/misc/object-pooling.
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ObjectPool<T> |
A collection of objects that can create new items as necessary.
Get an object from the pool with Weaver.ObjectPool`1.Acquire .
Return it to the pool with Weaver.ObjectPool`1.Release(`0) .
The non-generic Weaver.ObjectPool class contains some useful methods of creating commonly used pools.
More detailed instructons on how to use this class and those related to it can be found at
https://kybernetik.com.au/weaver/docs/misc/object-pooling.
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OnInjectionCompleteAttribute |
An System.Attribute for static parameterless methods to have Weaver invoke them once the static
dependency injection is complete.
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PoolableBehaviour<T> |
A UnityEngine.MonoBehaviour component which automatically detects the Weaver.ObjectPool`1 that
created it so it can be released back to that pool (or simply destroyed if it wasn't created by a pool) using
the Weaver.ObjectPool.TryReleaseOrDestroyGameObject``1(``0) extension method.
When inheriting from this class, T should always be the child class itself, I.E.
class ChildClass : PoolableBehaviour<ChildClass>
More detailed instructons on how to use
this class and those related to it can be found in the documentation.
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PooledList |
Various utilities and extension methods for Weaver.PooledList`1 .
More detailed instructons on how to use this class and those related to it can be found at
https://kybernetik.com.au/weaver/docs/misc/object-pooling.
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PooledList<T> |
A System.Collections.Generic.List`1 of active objects backed by an Weaver.ObjectPool`1 of inactive objects ready to
be reused.
More detailed instructons on how to use this class and those related to it can be found at
https://kybernetik.com.au/weaver/docs/misc/object-pooling.
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PrefAttribute |
An Weaver.InjectionAttribute which saves and loads the value of the attributed member in
UnityEngine.PlayerPrefs .
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ProceduralAssetAttribute |
When placed alongside any kind of Weaver.AssetInjectionAttribute , this attribute allows the injected
asset to be procedurally generated.
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ReflectionUtilities |
A variety of utility methods relating to reflection. |
Substring |
Encapsulates a string to treat it as a variable substring without the memory allocation and garbage collection
costs of System.String.Substring(System.Int32,System.Int32) .
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WeaverUtilities |
A variety of miscellaneous utility methods. |