BillboardManager |
Controls the rotation of any objects it is given to make them constantly face its Weaver.Examples.BillboardManager.Transform
|
Building |
A simple destructible building for Example 05 Missile Command which also serves as an example of how to create
a procedural asset.
|
Conversation |
A simple sequence that shows a series of pre-defined lines as speech text above specific objects as if they
were having a conversation.
|
DamageOnContact |
Shows a Weaver.Examples.FloatingText as if damage were being dealt whenever a collision is detected.
|
DamageSystem |
A set of simple methods which use Weaver.Examples.IDealDamage and Weaver.Examples.ITakeDamage to pass simple
damage messages around.
|
Explosion |
A simple spherical explosion which grows then shrinks over time and uses the Weaver.Examples.DamageSystem to
notify objects that it hits.
|
FloatingText |
A Weaver.PoolableBehaviour`1 which manages a text object in the scene. This base class is a facade to
allow implementations such as Weaver.Examples.FloatingTextUnity to use any text system.
|
FloatingTextBounce |
Causes the UnityEngine.Transform.localScale of a Weaver.Examples.FloatingText to smoothly bounce in and out
over the course of its lifetime using a sine curve.
|
FloatingTextExtensions |
Extension methods for Weaver.Examples.FloatingText . |
FloatingTextFade |
Causes a Weaver.Examples.FloatingText.Color to fade its alpha value from 1 to 0 over the course of its lifetime.
|
FloatingTextTypewriter |
Causes a Weaver.Examples.FloatingText to gradually show each of its character one at a time with a short delay.
|
FloatingTextUnity |
A Weaver.Examples.FloatingText that uses Unity's inbuilt UnityEngine.TextMesh component.
|
FollowMouse |
Constantly accelerates a UnityEngine.Rigidbody towards the mouse cursor on the XZ plane.
|
FrameRate |
A system that uses a Weaver.Examples.FrameRate.Text component to display the current Frame Rate (Frames Per Second).
The displayed value is updated once per second.
|
GameOverScreen |
Pauses the game when shown and has a function to reload the current scene.
The Weaver.Examples.GameOverScreen.Prefab field serves as an example of Lazy Asset Injection.
|
Item |
An item that can be purchased from a shop.
This class could contain any kind of functionality, but for the purpose of this simple example it just holds
the meta-data.
|
ItemDisplay |
A group of UI components which display the details of an Weaver.Examples.Item .
|
ItemShop |
Initializes an Weaver.Examples.ItemDisplay for each item in an Weaver.ItemList .
|
Missile |
A projectile that flies straight and creates an Weaver.Examples.Explosion when it hits something or takes damage.
|
MissileLauncher |
Rotates the Weaver.Examples.MissileLauncher._Launcher to face the mouse cursor and fires a Weaver.Examples.Missile whenever the
player clicks the mouse.
|
MissileRain |
Randomly spawns missiles at a gradually increasing rate over an area.
|
Score |
A simple scoring system with a high score and Weaver.Examples.FloatingText to indicate when points are gained.
|
StunOnContact |
When collided with, this component shows a Weaver.Examples.FloatingText to indicate that the colliding object is
stunned and temporarily freezes all its UnityEngine.Rigidbody.constraints so it can't move.
|
TextManager |
Provides a central location for accessing various different kinds of Weaver.Examples.FloatingText .
|