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Namespace WeaverCore.Assets.Components

Classes

AreaTitleTextFitter

Used for fitting the text in the WeaverBossTitle into place

AudioTester

Was used early in development to test out different audio snapshots and audio groups

AutoDestroy

This component is used to automatically destroy an object after a set condition. This can be setup to:

  1. Destroy after a set amount of time has passed
  2. Destroy when the particle system on an object stops
  3. Destroy when an animation is done (via an animation event)

The destroy behaviour can also be customized

BossDeathExplosion

Plays the Boss Death Explosion, including shaking the camera and spawning particles

BossSceneMusicController

Used for controlling the music played during a Godhome bossfight

Conversation

The base class for all conversations with an NPC. You can setup a conversation by inheriting from this class, adding the component to an NPC object, and using Speak(string) and PresentYesNoQuestion(string) in DoConversation() to talk with the player

DarknessRegion

Applies a certain darkness level when the player comes in contact with this collider

DeathWave

Used to play a wave effect upon death

DetectHero

Used by WeaverBench to see if the player is within the bench's vicinity

DoorControl

Used to allow the player to interact with a door TransitionPoint

EnemyDamager

Used to damage an Enemy on contact

EnemyExtraDamager

Applies extra damage to an enemy on Trigger (such as Spore damage or Dung damage)

EssenceEffects

Used to play essence particle effects when the player defeats a boss and is transported back from the dream world

FitToText

Resizes the RectTransform of an object to always fit the text it contains

ForceAspectRatio

Forces the camera to be a certain aspect ratio

GG_CrowdAnimationControl

Used to animate the Godhome crowd

ItemGetMessage

Represents a message displayed when an item is obtained in the game.

LightPulse

Used to creating a pulsating light behind the bench

MantisShot

WeaverCore's implementation of a mantis shot

MapUpdateDisplay

Displays a "Map Updated" icon in the bottom left corner. Used when the player sits on a WeaverBench

MapUpdateMessage

Used to display the "Map Updated" text when the map gets updated. Called from WeaverBench when the player sits on it

PlayerWeaponizer

Used on the Demo Player to allow the player to attack

RandomRotation

Sets the object to a randomized rotation

RoarEmitter

Used by the Enemy to create a Roar Effect

SetCameraRect

Forces the RectTransform of a camera to be the same as it's orthographicSize

Spatter

An orange infectious blob object that will destroy itself when hitting a wall or the player

StunEffect

An effect that is instantiated when an enemy is stunned

UninfectedDeathParticles

A particle system that is created when an uninfected enemy dies

UninfectedHitParticles

A particle system that is created when an uninfected enemy is hit

VomitGlob

WeaverCore's implementation of a Nosk Vomit Glob

WeaverArrowPrompt

Used to display an arrow prompt with text above an object. Mainly used by WeaverBench and WeaverNPC

WeaverBench

Used to create custom benches in WeaverCore

WeaverBossSceneController

Used for boss scenes in WeaverCore

WeaverBossSceneTransition

Used for playing scene transitions in Godhome fights. This gets played when a boss is defeated

WeaverBossTitle

Used to show an area title in the corner of the screen. Used to show the name of bosses or NPCs

WeaverChest

WeaverCore's implementation of chests

WeaverNPC

A custom NPC that the player can talk to

WeaverSceneBorder

When a new scene is loaded, these are the black objects that are used to surround the scene at it's borders

WhiteFlash

A white flash effect that is spawned when an entity is teleported via the Teleporter functions

Enums

Conversation.YesNoResult

The result of giving the player a yes/no question prompt

WeaverNPC.PlayerTalkSide

Which side of the NPC can the player be on when talking to them?

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