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| class | AchievementRules |
| | This class describes how the Infinite Runner Engine demo achievements are triggered. It extends the base class MMAchievementRules More...
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| class | AlbatrossController |
| | The character controller for the main character in the Flight of the Albatross demo scene More...
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| class | AlbatrossNPC |
| | This class handles the behaviour of the Albatross non player characters in the Flight of the Albatross demo scene More...
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| class | AlbatrossScenario |
| | The scenario script for the Flight of the Albatross demo scene More...
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| class | BackgroundMusic |
| | Add this class to a GameObject to have it play a background music when instanciated. Careful : only one background music will be played at a time. More...
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| class | ButtonNavigation |
| | This class allows keyboard navigation (up and down arrows by default) through a set of buttons More...
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| class | CameraBehavior |
| | Add this class to your main camera to have it zoom in or out, follow the player, etc... More...
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| class | CameraBehaviorEditor |
| | A custom editor for the Camera Behavior component More...
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| class | CaveRacer |
| | Controller for the CaveRacer playable character More...
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| class | CaveRacerSquaddie |
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| class | CharacterSelector |
| | Add this component to a button (for example) to be able to store a selected character, and optionally to go to another scene You can see an example of its use in the RetroAdventureCharacterSelection demo scene More...
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| class | CharacterSelectorManager |
| | Add this class to your scene and it'll store your selected character, for use in the upcoming scene More...
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| class | Coin |
| | Add this class to an object and it'll add points when collected. Note that you'll need a trigger boxcollider on it More...
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| class | DistanceSpawner |
| | Spawns and positions/resizes objects based on the distance traveled More...
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| class | Dragon |
| | Extends playable character to implement the specific gameplay of the Dragon level More...
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| class | ExampleScenario |
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| class | Flappy |
| | Extends playable character to mimic a gameplay as found in games like Flappy Bird. More...
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| class | FlappyCloudPenguin |
| | This class handles the penguin "enemies" in the Flappy Cloud demo level. It's pretty specific. More...
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| class | FreeLeftToRightMovement |
| | Add this class to a character and it'll allow it to move from left to right (or down/up, or back/forward) on the axis of your choice. More...
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| class | GameManager |
| | The game manager is a persistent singleton that handles points and time More...
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| class | GameManagerEditor |
| | Game manager editor More...
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| class | GUIManager |
| | Handles all GUI effects and changes More...
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| class | HillRider |
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| class | InputManager |
| | This persistent singleton handles the inputs and sends commands to the player More...
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| class | Instructions |
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| struct | IRESfxEvent |
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| class | Jumper |
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| class | KillsPlayerOnTouch |
| | Add this class to a trigger boxCollider and it'll kill all playable characters that collide with it. More...
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| class | LaneRunner |
| | This is an example of how you can extend playable character, in this case to have a character that can switch lanes by moving left or right More...
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| class | LeftRightMove |
| | Extends playable character to implement the specific gameplay of the Dragon level More...
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| class | LevelManager |
| | Spawns the player, and More...
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| class | LevelManagerEditor |
| | This class adds names for each LevelMapPathElement next to it on the scene view, for easier setup More...
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| class | LevelSelector |
| | Add this component to a button so it can be used to go to a level, or restart the current one More...
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| class | LinkedSpawner |
| | Spawns and positions/resizes objects based on the distance traveled More...
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| class | Map |
| | This class handles the level selection map. It's pretty specific, you'll probably want to code your own to fit your own level selection needs. More...
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| class | MapButton |
| | Used for the buttons on the level selection map. As for the map script, pretty specific, you may want to implement your own classes for your level selection. More...
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| class | MovingObject |
| | Add this class to an object and it'll move according to the level's speed. More...
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| class | OutOfBoundsRecycle |
| | Adds this component to an object and it'll be automatically recycled for further use when it reaches a certain distance after the level bounds More...
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| class | Parallax |
| | Add this class to an object so it'll move in parallax based on the level's speed. Note that this method duplicates the object More...
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| class | ParallaxOffset |
| | Add this class to an object and it'll move in parallax based on the level's speed. This method moves the texture, not the object. It doesn't work for non-2D objects. More...
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| class | PersistentBackgroundMusic |
| | Add this class to a GameObject to have it play a background music when instanciated. Careful : only one background music will be played at a time. More...
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| class | PickableObject |
| | Extend this class to make your own pickable objects. Look at Coin.cs for an example. Note that you need a boxcollider or boxcollider2D for this component to work. More...
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| class | PlayableCharacter |
| | You should extend this class for all your playable characters The asset includes a bunch of examples of how you can do that : Jumper, Flappy, Dragon, etc... More...
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| class | ReactivateOnSpawn |
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| class | RepositionOnStart2D |
| | This class repositions a 2D object when enabled if it's at the same x as a platform More...
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| class | Rocket |
| | A rocket controller (the longer you press, the higher you go). More...
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| class | ScenarioEvent |
| | This class describes an item in the scenario. More...
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| class | ScenarioManager |
| | Scenario manager This class is meant to be extended, and its Scenario() method overridden to describe your own level's scenario. More...
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| class | Shadow |
| | Add this class to a 2D agent (player, enemy, item) and it'll "cast" a shadow on a collider More...
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| class | SingleHighScoreManager |
| | This class handles a very simple HighScore system, where it only saves (locally) the highest score ever, no attached name or anything.
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| class | SkyTheoryGUIManager |
| | Handles all GUI effects and changes More...
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| class | SkyTheoryLevelManager |
| | Spawns the player, and More...
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| class | SoundManager |
| | This persistent singleton handles sound playing More...
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| class | SoundSettings |
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| class | Spawner |
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| class | SpeedBonus |
| | Add this class to an object and it'll modify the level speed when picked Note that you'll need a trigger boxcollider on it More...
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| class | SplashScreen |
| | Simple start screen class. More...
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| class | StartingPosition |
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| class | StartScreen |
| | This class handles the start screen. All it does is check for the player pressing the main action button, and if pressed, it loads the specified level More...
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| class | StickToHill |
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| class | SwipeZone |
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| class | TimedSpawner |
| | This spawns an object at random intervals within the specified bounds. More...
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| class | TouchZone |
| | Add this component to a GUI button to have it act as a proxy for a certain action on touch devices. Detects press down, press up, and continuous press. These are really basic mobile/touch controls. I believe that for infinite runners they're sufficient. More...
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| class | VerticalCharacter |
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| class | VerticalScenario |
| | The scenario script for the Flight of the Albatross demo scene More...
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| class | Watershark |
| | This class handles the behavior of the watershark enemies that appear in the dragon level More...
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| class | WaterSpeed |
| | This class handles the acceleration of the water's shader speed in the Albatross demo scene More...
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