Namespace WeaverCore.Components
Classes
BossStatueLanguageProvider
Used for providing simple strings for a Boss Staru's Name and Description
CollisionCounter
Monitors and tracks collisions with 2D colliders.
DialogueInspectRegion
Represents a region the player can inspect that triggers dialogue.
DreamEntryFader
Manages the fading effect when entering a dream sequence.
DreamFallCatcher
When the player touches an object with this component attached, and they are in a dream scene, the player will get transported to the scene there were previously
DreamNailable
This component allows an action to be done when the player dreamnails an object
DreamReturnDoor
Component for handling Dream Return doors in the game. The player interacts with these to exit dream scenes
DreamWarper
When an object is dreamnailed with this component attached, this will cause the player to be warped to a new scene
DroppedCharmItem
Represents an item that, when dropped, gives a charm to the player.
DroppedCustomCharmItem
Represents an item that, when dropped, gives a WeaverCharm to the player.
DroppedItem
Base class for any items dropped on the floor that the player can collect
DroppedItemBasic
Represents a basic dropped item in the game.
EnemyProjectile
Represents a simple enemy projectile. By default, this script handles:
EntityHealth
Used to keep track of the health of an enemy
ForcePlayerDamager
This component damages the player, even if the player is shadow dashing or desolate diving
GGDreamEntryFader
Contains the fade-in effects that are played when the player enters a Godhome bossfight
GodSeekerSeatedControl
This class controls the Godseeker, and makes Godseeker look left or right towards a specified target.
GroundDetector
Used to detect if an object is touching the ground
HealthGetEffect
Used to play effects when the player picks up blue health pickups
InfectedExplosion
Component used for controlling infected explosions and their effects.
InspectRegion
Used for creating regions the player can inspect. Useful for picking up items or talking to NPCs.
ItemInspectRegion
Used for creating a region the player can inspect to pick up a dropped item
Laser
Renders a laser beam that can interact with the terrain.
LaserEmitter
Used for playing laser animations and other effects on a Laser.
NailDeflect
Causes any nail hits on the object to be deflected. Useful for spikes
NailTink
When the player hits an object with this component attached, it will cause a nail parry to occur
OscillateScale
Component to oscillate the scale of a GameObject back and forth.
PerSaveTrigger
Causes a collision trigger event only once per save file
PlayerDamager
This component causes the player to take damage when colliding with it
PoolOnParticlesDone
Automatically sends an object back to it's pool when the particle system on the object is completed
Recoiler
When attached to an enemy object, this component will cause the enemy to recoil from an attack
Recoiler.RecoilOverride
RecycleOnLevelUnload
Component that recycles the GameObject when the level is unloaded.
RockParticles
Manages rock particle effects.
Shockwave
Used to control a white shockwave that scrolls across the screen
ShockwaveSpurt
Represents a spurt segment of a shockwave
SpatterHealer
Used to play a heal effect when a blue health bug is collected
SpriteFader
Used to fade a sprite from one color to another
SpriteFlasher
This component causes the sprite to flash. This is also used by EntityHealth to flash the enemy upon hit
TotalSceneDarkness
Makes an entire scene dark on Start
VolumeToDistance
Changes the volume depending on how far away this object is away from a specified target
WeaverAcidBox
The box that is used to damage the player if the player doesn't have acid armor on
WeaverAnimationPlayer
Used for playing sprite animations
WeaverAreaTitleController
Controller for managing area titles in the game.
WeaverBossStatue
WeaverCore's implementation of a Godhome boss statue
WeaverBreakable
WeaverCore's implementation of breakable objects. Used for implementing grass and breakable props
WeaverCameraLock
When the player comes in contact with this object, the camera will be locked to a certain area
WeaverCompassUpdater
Updates the compass to wherever the player is located. Not sure if this gets triggered in-game
WeaverDripSpawner
Used for spawning the drop effects on the player when the player jumps out of water
WeaverGlobControl
Main class for handling breakable globs in WeaverCore.
WeaverSceneManager
Contains information about the current scene
WeaverScuttlerControl
WeaverCore's implementation of ground scuttlers
WeaverSurfaceObjectSplasher
Causes splash effects to occur when certain objects collide with this object. Usually used with water or acid
WeaverSurfaceWater
WeaverCore's implementation of surface water
WeaverTransitionPoint
An area in the game the player can transition to/from a scene
Enums
DialogueInspectRegion.TextCentering
Enumeration for text centering options.
EntityHealth.HitResult
The enum used when determining if a hit on the enemy was valid