Unravel Engine C# Reference
Loading...
Searching...
No Matches
Unravel.Core Namespace Reference

Classes

class  AnimationClip
 
class  AnimationComponent
 Provides functionality to manage and blend animation clips on an entity. More...
 
class  Application
 Provides application-level functionality and control.
 
class  Asset
 Represents a generic asset with a unique identifier (UID). More...
 
class  Assets
 
class  AudioClip
 
class  AudioListenerComponent
 
class  AudioSourceComponent
 Represents an audio source component that can play, pause, and control audio playback in a scene. More...
 
class  BoneComponent
 Represents a component identifying a bone. More...
 
class  CameraComponent
 Represents a camera component that allows interaction with the camera, such as converting screen space positions to rays in 3D space. More...
 
class  Collision
 Represents a collision that occurs between two entities. More...
 
class  Component
 Represents a base class for all components in the entity-component system. More...
 
struct  ContactPoint
 Represents a contact point where a collision occurs. More...
 
struct  Entity
 Represents an entity within a scene. Provides methods to manage components and query entity properties. More...
 
class  ExceptionHelper
 
struct  FixedUpdateInfo
 
class  Font
 
class  Gizmos
 
class  IdComponent
 
class  IK
 
class  Input
 Provides static methods to handle user input actions such as button presses and axis values.
 
struct  LayerMask
 Represents a layer mask that can be used to include or exclude layers. More...
 
class  LightComponent
 
class  Log
 
class  Material
 
struct  MaterialProperties
 
class  MaxAttribute
 Specifies the maximum allowable value for a numeric field. More...
 
class  Mesh
 
class  MinAttribute
 Specifies the minimum allowable value for a numeric field. More...
 
class  ModelComponent
 Represents a component that provides model rendering capabilities for an entity. More...
 
class  NativeObject
 
class  Physics
 Provides static methods for performing physics-related operations, such as raycasting.
 
class  PhysicsComponent
 Provides physics functionality for an entity. More...
 
class  PhysicsMaterial
 
class  Prefab
 
class  RangeAttribute
 Specifies a range for a numeric field in a class or struct. More...
 
struct  Ray
 Represents a ray with an origin and a direction in 3D space. More...
 
struct  RaycastHit
 Represents information about a single hit during a raycasting operation. More...
 
class  ReflectionProbeComponent
 
class  Scene
 Represents a scene in the application, providing methods to manage entities and load or destroy scenes. More...
 
class  ScriptComponent
 Represents a script component that provides lifecycle hooks and event handling for an entity. More...
 
class  ScriptComponentManager
 A manager for ScriptComponents with type-based priority. More...
 
class  ScriptSourceFileAttribute
 
class  StepAttribute
 Specifies a step increment for a numeric field in a class or struct. More...
 
class  StyleSheet
 
class  SystemManager
 
class  Tests
 
class  TextComponent
 Mirrors ace::text_component, letting scripts manage text rendering via properties. More...
 
class  Texture
 
class  Time
 
class  TooltipAttribute
 Adds a tooltip to a field, providing a brief description or hint. More...
 
class  TransformComponent
 Represents a component that defines the position, rotation, scale, and other transformations of an entity in 3D space. More...
 
class  TransformComponentExtensions
 
class  UIChangeEvent
 Represents a UI change event for handling string value changes. This is for text inputs, dropdowns, and other elements that provide string values. More...
 
class  UIDocument
 Represents a wrapper around a native RmlUi document with managed lifetime. The C++ side owns the lifetime and will invalidate this wrapper when the document is destroyed. More...
 
class  UIDocumentComponent
 Component that manages an RmlUi document for rendering HTML/CSS-based user interfaces. Each component instance holds its own document while sharing the global UI context. More...
 
class  UIElement
 Represents a wrapper around a native RmlUi element with managed lifetime. The C++ side owns the lifetime and will invalidate this wrapper when the element is destroyed. More...
 
class  UIEventBase
 
class  UIEventManager
 Global UI event manager that handles all UI event dispatching. Similar to ScriptComponentManager but for UI events.
 
class  UIKeyEvent
 Represents a keyboard-related UI event with key-specific properties. Simplified to only contain key code and modifier keys. More...
 
class  UIPointerEvent
 Represents a pointer-related UI event with pointer-specific properties. Generic enough to handle mouse, touch, pen, and other pointer devices. More...
 
class  UISliderEvent
 Represents a slider UI event for handling slider value changes. This is separate from key events to handle composed slider value changes properly. More...
 
class  UITextInputEvent
 Represents a text input UI event for handling text entry. This is separate from key events to handle composed text input properly. More...
 
struct  UpdateInfo
 
class  VisualTree
 

Enumerations

enum  MouseButton : int {
  Left , Right , Middle , Button4 ,
  Button5 , Button6 , Button7 , Button8 ,
  Button9 , Button10 , Button11 , Button12 ,
  Button13 , Button14 , Button15 , Button16
}
 
enum  KeyCode : int {
  Unknown , A , B , C ,
  D , E , F , G ,
  H , I , J , K ,
  L , M , N , O ,
  P , Q , R , S ,
  T , U , V , W ,
  X , Y , Z , Digit1 ,
  Digit2 , Digit3 , Digit4 , Digit5 ,
  Digit6 , Digit7 , Digit8 , Digit9 ,
  Digit0 , Enter , Escape , Backspace ,
  Tab , Space , Minus , Equals ,
  LeftBracket , RightBracket , Backslash , NonUsHash ,
  Semicolon , Apostrophe , Grave , Comma ,
  Period , Slash , Capslock , F1 ,
  F2 , F3 , F4 , F5 ,
  F6 , F7 , F8 , F9 ,
  F10 , F11 , F12 , PrintScreen ,
  ScrollLock , Pause , Insert , Home ,
  PageUp , Del , End , PageDown ,
  Right , Left , Down , Up ,
  NumLockClear , KpDivide , KpMultiply , KpMinus ,
  KpPlus , KpEnter , KpDigit1 , KpDigit2 ,
  KpDigit3 , KpDigit4 , KpDigit5 , KpDigit6 ,
  KpDigit7 , KpDigit8 , KpDigit9 , KpDigit0 ,
  KpPeriod , NonUsBackslash , Application , Power ,
  KpEquals , F13 , F14 , F15 ,
  F16 , F17 , F18 , F19 ,
  F20 , F21 , F22 , F23 ,
  F24 , Execute , Help , Menu ,
  Select , Stop , Again , Undo ,
  Cut , Copy , Paste , Find ,
  Mute , VolumeUp , VolumeDown , KpComma ,
  KpEqualsAs400 , International1 , International2 , International3 ,
  International4 , International5 , International6 , International7 ,
  International8 , International9 , Lang1 , Lang2 ,
  Lang3 , Lang4 , Lang5 , Lang6 ,
  Lang7 , Lang8 , Lang9 , AltErase ,
  SysReq , Cancel , Clear , Prior ,
  Return2 , Separator , Out , Oper ,
  ClearAgain , CrSel , ExSel , KpDigit00 ,
  KpDigit000 , ThousandsSeparator , DecimalSeparator , CurrencyUnit ,
  CurrencySubUnit , KpLeftParen , KpRightParen , KpLeftBrace ,
  KpRightBrace , KpTab , KpBackspace , KpA ,
  KpB , KpC , KpD , KpE ,
  KpF , KpXor , KpPower , KpPercent ,
  KpLess , KpGreater , KpAmpersand , KpDblAmpersand ,
  KpVerticalBar , KpDblVerticalBar , KpColon , KpHash ,
  KpSpace , KpAt , KpExclam , KpMemStore ,
  KpMemRecall , KpMemClear , KpMemAdd , KpMemSubtract ,
  KpMemMultiply , KpMemDivide , KpPlusMinus , KpClear ,
  KpClearEntry , KpBinary , KpOctal , KpDecimal ,
  KpHexadecimal , LCtrl , LShift , LAlt ,
  LGui , RCtrl , RShift , RAlt ,
  RGui , Mode , MediaPlay , MediaPause ,
  MediaRecord , MediaFastForward , MediaRewind , MediaNext ,
  MediaPrev , MediaStop , MediaEject , MediaPlayPause ,
  MediaSelect , AcNew , AcOpen , AcClose ,
  AcExit , AcSave , AcPrint , AcProperties ,
  AcSearch , AcHome , AcBack , AcForward ,
  AcStop , AcRefresh , AcBookmarks , Sleep ,
  Count
}
 
enum  Alignment : uint {
  Invalid = 0 , Left = 1 << 0 , Center = 1 << 1 , Right = 1 << 2 ,
  HorizontalMask = Left | Center | Right , Top = 1 << 3 , Middle = 1 << 4 , Bottom = 1 << 5 ,
  VerticalMask = Top | Middle | Bottom , Capline = 1 << 6 , Midline = 1 << 7 , Baseline = 1 << 8 ,
  TypographicMask = Capline | Midline | Baseline , VerticalTextMask = VerticalMask | TypographicMask
}
 Flags for horizontal and vertical text alignment, matching ace::align. More...
 
enum  ForceMode : byte { Force , Acceleration , Impulse , VelocityChange }
 Specifies how forces are applied to physics components. More...
 
enum  EventPhase { None , Capture = 1 , Target = 2 , Bubble = 4 }
 

Functions

delegate void UIEventCallback (UIEventBase ev)
 

Enumeration Type Documentation

◆ Alignment

Flags for horizontal and vertical text alignment, matching ace::align.

Enumerator
Invalid 
Left 
Center 
Right 
HorizontalMask 
Top 
Middle 
Bottom 
VerticalMask 
Capline 
Midline 
Baseline 
TypographicMask 
VerticalTextMask 

Definition at line 10 of file TextComponent.cs.

◆ EventPhase

Enumerator
None 
Capture 
Target 
Bubble 

Definition at line 8 of file UIEventManager.cs.

◆ ForceMode

Specifies how forces are applied to physics components.

Enumerator
Force 

Add a continuous force to the rigidbody, using its mass.

Apply the force in each FixedUpdate over a duration of time. This mode depends on the mass of the rigidbody, so more force must be applied to push or twist higher-mass objects the same amount as lower-mass objects. This mode is useful for setting up realistic physics where it takes more force to move heavier objects. In this mode, the unit of the force parameter is applied to the rigidbody as mass * distance / time^2.

Acceleration 

Add a continuous acceleration to the rigidbody, ignoring its mass.

Apply the acceleration in each FixedUpdate over a duration of time. In contrast to ForceMode.Force, Acceleration will move every rigidbody the same way regardless of differences in mass. This mode is useful if you just want to control the acceleration of an object directly. In this mode, the unit of the force parameter is applied to the rigidbody as distance / time^2.

Impulse 

Add an instant force impulse to the rigidbody, using its mass.

Apply the impulse force instantly with a single function call. This mode depends on the mass of the rigidbody, so more force must be applied to push or twist higher-mass objects the same amount as lower-mass objects. This mode is useful for applying forces that happen instantly, such as forces from explosions or collisions. In this mode, the unit of the force parameter is applied to the rigidbody as mass * distance / time.

VelocityChange 

Add an instant velocity change to the rigidbody, ignoring its mass.

Apply the velocity change instantly with a single function call. In contrast to ForceMode.Impulse, VelocityChange will change the velocity of every rigidbody the same way regardless of differences in mass. This mode is useful for something like a fleet of differently-sized spaceships that you want to control without accounting for differences in mass. In this mode, the unit of the force parameter is applied to the rigidbody as distance / time.

Definition at line 14 of file ForceMode.cs.

◆ KeyCode

Enumerator
Unknown 
Digit1 
Digit2 
Digit3 
Digit4 
Digit5 
Digit6 
Digit7 
Digit8 
Digit9 
Digit0 
Enter 
Escape 
Backspace 
Tab 
Space 
Minus 
Equals 
LeftBracket 
RightBracket 
Backslash 
NonUsHash 
Semicolon 
Apostrophe 
Grave 
Comma 
Period 
Slash 
Capslock 
F1 
F2 
F3 
F4 
F5 
F6 
F7 
F8 
F9 
F10 
F11 
F12 
PrintScreen 
ScrollLock 
Pause 
Insert 
Home 
PageUp 
Del 
End 
PageDown 
Right 
Left 
Down 
Up 
NumLockClear 
KpDivide 
KpMultiply 
KpMinus 
KpPlus 
KpEnter 
KpDigit1 
KpDigit2 
KpDigit3 
KpDigit4 
KpDigit5 
KpDigit6 
KpDigit7 
KpDigit8 
KpDigit9 
KpDigit0 
KpPeriod 
NonUsBackslash 
Application 
Power 
KpEquals 
F13 
F14 
F15 
F16 
F17 
F18 
F19 
F20 
F21 
F22 
F23 
F24 
Execute 
Help 
Menu 
Select 
Stop 
Again 
Undo 
Cut 
Copy 
Paste 
Find 
Mute 
VolumeUp 
VolumeDown 
KpComma 
KpEqualsAs400 
International1 
International2 
International3 
International4 
International5 
International6 
International7 
International8 
International9 
Lang1 
Lang2 
Lang3 
Lang4 
Lang5 
Lang6 
Lang7 
Lang8 
Lang9 
AltErase 
SysReq 
Cancel 
Clear 
Prior 
Return2 
Separator 
Out 
Oper 
ClearAgain 
CrSel 
ExSel 
KpDigit00 
KpDigit000 
ThousandsSeparator 
DecimalSeparator 
CurrencyUnit 
CurrencySubUnit 
KpLeftParen 
KpRightParen 
KpLeftBrace 
KpRightBrace 
KpTab 
KpBackspace 
KpA 
KpB 
KpC 
KpD 
KpE 
KpF 
KpXor 
KpPower 
KpPercent 
KpLess 
KpGreater 
KpAmpersand 
KpDblAmpersand 
KpVerticalBar 
KpDblVerticalBar 
KpColon 
KpHash 
KpSpace 
KpAt 
KpExclam 
KpMemStore 
KpMemRecall 
KpMemClear 
KpMemAdd 
KpMemSubtract 
KpMemMultiply 
KpMemDivide 
KpPlusMinus 
KpClear 
KpClearEntry 
KpBinary 
KpOctal 
KpDecimal 
KpHexadecimal 
LCtrl 
LShift 
LAlt 
LGui 
RCtrl 
RShift 
RAlt 
RGui 
Mode 
MediaPlay 
MediaPause 
MediaRecord 
MediaFastForward 
MediaRewind 
MediaNext 
MediaPrev 
MediaStop 
MediaEject 
MediaPlayPause 
MediaSelect 
AcNew 
AcOpen 
AcClose 
AcExit 
AcSave 
AcPrint 
AcProperties 
AcSearch 
AcHome 
AcBack 
AcForward 
AcStop 
AcRefresh 
AcBookmarks 
Sleep 
Count 

Definition at line 29 of file KeyCode.cs.

◆ MouseButton

Enumerator
Left 
Right 
Middle 
Button4 
Button5 
Button6 
Button7 
Button8 
Button9 
Button10 
Button11 
Button12 
Button13 
Button14 
Button15 
Button16 

Definition at line 9 of file KeyCode.cs.

Function Documentation

◆ UIEventCallback()

delegate void Unravel.Core.UIEventCallback ( UIEventBase ev)