Unravel Engine C# 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 |
Functions | |
delegate void | UIEventCallback (UIEventBase ev) |
enum Unravel.Core.Alignment : uint |
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.
Enumerator | |
---|---|
None | |
Capture | |
Target | |
Bubble |
Definition at line 8 of file UIEventManager.cs.
enum Unravel.Core.ForceMode : byte |
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.
enum Unravel.Core.KeyCode : int |
Definition at line 29 of file KeyCode.cs.
enum Unravel.Core.MouseButton : int |
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.
delegate void Unravel.Core.UIEventCallback | ( | UIEventBase | ev | ) |