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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:

  1. Spawning the projectile at a random scale between scaleMin and scaleMax
  2. Squashing and stretching the sprite depending on how it's moving through the air
  3. Handling collision with both the player and the environment

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

Delegates

EntityHealth.HealthChangeDelegate

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