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Namespace GDA

Classes

Conversation

Scriptable Object holding data for a in-game conversation. Essentially a List of ConvoLine.

ConversationBuilder

Helper class to construct Conversations.

ConversationStorage

ConvoTextUI

MonoBehaviour in charge of displaying ConvoLine in an in-game conversation.

ConvoUIManager

MonoBehavior in charge of controlling ConvoTextUI UI objects to display in-game conversations. Follows Singleton Pattern. Conversations progress automatically, but players can also click on the MonoBehaviour and progress the conversation manually. Loaded conversations remain recorded in a transcript (until it is cleared) that can be revealed by hovering over the MonoBehaviour.

Cutout

Script that mostly sets the attached RectTransform over a certain area or another RectTranform. Used with a special material and CutoutMaskee for make a cutout.

CutoutMask

CutoutMaskee

CutScene

Serializable Class representing a scene in a CutScene Sequence.

CutSceneManager

MonoBehaviour in charge of the Showing CutScenes Follows Singleton Pattern.

CutSceneSequence

Container Class for CutScenes.

DecisionRecord

Class that holds the data for a processed proposal.

Detail

Container class comprising mainly of:

    A label DisplayName
    A value IntValue or FloatValue or StringValue
    (Optional) Unit

DetailGenerator

Serializable class used to generate varied Details from a base Detail.

GamePlayManager

MonoBehaviour in charge of the main gameplay loop. Follows Singleton Pattern.

GameResource

Scriptable Object that represents a resource/material in-game.

GameState

Monobehaviour representing a game state. Can be seen as a container for different GameStateProperty objects.

GameStateChange

A container class for predefined effects on a set of GameStatePropertys.

GameSummaryMenu

Menu that is displayed when the game is finished.

History

Class representing the full history of a playthrough.

HistoryViewer

A menu responsible for showing the history of player choices.

ImageScroll

Monobehaviour that scrolls an attached Raw Image over time.

InspectionManager

Unused. Monobehaviour in charge of the inspection mechanic.

LevelRecord

Container class for a list of DecisionRecords. Basically a record of the player decisions of a single level.

LevelSummaryMenu

The menu that is displayed at the end of a level. Shows a summary of the level.

MainMenu

The main menu of the game.

Mask

Materials

MenuManager

MonoBehavior in charge of controlling in-game menus. Follows Singleton Pattern.

NewsItem

ScriptableObject holding information of a news story.

NewsManager

MonoBehaviour in charge of delivering news to the player. Follows Singleton Pattern.

OverlayManager

PassThroughUI

Script to relay OnPointerDown callbacks to parent transforms instead of consuming/blocking them.

PauseMenu

Menu that is displayed when the game is paused.

Product

Scriptable object representing an in-game product.

ProductGenerator

ScriptableObject that generates the same product with variations. Customizable in the Unity Inspector.

ProductMakeup

Information on the make-up of a Product

Proposal

Class containing all the information for a single in-game proposal.

ProposalSequence

Container class for ProposalSequenceItems. One proposal sequence is equivalent to one level/month in the game.

ProposalSequenceItem

A class which either serves up a pre-defined Proposal or generates a new one based on pre-defined parameters. A sequence of sequence items makes up a ProposalSequence.

ProposerHistory

MonoBehaviour incharge of keeping track of the player's history with the NPCs, tracking how many of each NPC's proposals have been accepted/rejected. Follows Singleton Pattern.

ProposerHistoryDictionary

ProposerInfo

Scriptable Object holding the information for a single NPC proposer

ProposerManager

MonoBehaviour in charge of changing the active ProposerBehaviour and controlling the ProposerUI. Follows Singleton Pattern.

ProposerUI

A MonoBehaviour in charge of the Proposer's sprite and animation.

ResourceFloatDictionary

ResourceUsage

Serializable class representing a particular usage rate of a GameResource.

RightAngleLineConnector

SaveManager

ScriptableObjRefDatabase

Stamp

MonoBehaviour that acts like a stamp. Functions similar to a unity UI button, just that the stamp needs to be dragged onto a pre-defined rect GDA.Stamp.stampRect in order to activate the onStamp unity event.

StringConvoDictionary

StringFloatDictionary

StringGameStatePropertyDictionary

TestClass

UnitUtility

Static class for formatting functions for numbers with units or with extreme magnitudes.

UserArchetype

Scriptable Object used to generate UserGroups.

UserGroup

Scriptable Object representing a user group involved in a proposal.

Structs

ConnectionAnchor

ConvoLine

struct for containing data of a Conversation Line.

Interfaces

IConnectable

IMenu

Interface that all menu gameobjects/canvases should implement in order to work properly with MenuManager.

ISerializeReference

Enums

CutoutMaskee.RaycastFilterMode

DisposalMethod

Methods of waste disposal.

Proposal.DecisionState

Enum for the decision status of the proposal. Usually undecided (Nill) until player makes a decision.

ProposerInfo.Emotion

The possible emotions an NPC can exhibit

UnitUtility.UnitType

enum for the different types of data that can be formatted.

UserArchetype.SizeMagnitude

ValueType

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