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.