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Namespace WeaverCore

Classes

ActorSounds

Contains groups and snapshots that are related to the Actors AudioMixer

See this table for more info on what groups/mixers do what : https://1drv.ms/x/s!Aj62egREH4PTxyBaaVb5nI-NmXiX?e=bXtNVc

Atmos

Contains snapshots and mixers that are related to the Atmos AudioMixer

These snapshots are used to change what atmosphere sounds are being played in a scene

See this table for more info on what groups/mixers do what : https://1drv.ms/x/s!Aj62egREH4PTxyT0dl7ijj9itSdV?e=SMNe12

AtmosPack

A pack used for changing the atmosphere sounds

AudioPlayer

Used for playing audio sounds.

This class allows you to play sounds on specific channels (like the music channel, or the SFX channel), for greater sound control

Blood

Used for spawning blood particle effects

Cache<TKey, TValue>

A cache that stores objects in a dictonary structure. When an object gets destroyed or garbage collected, the cache object automatically removes it

CameraShaker

Used to shake the camera

EntityReplacements

Contains a list of objects that are replacing existing ones in the game.

This is the main mechanism used for replacing old enemies with new ones

EnviroEffects

Contains snapshots and mixers that are related to the EnviroEffects AudioMixer

These snapshots are used to change what enviroment sounds are being played in a scene

See this table for more info on what groups/mixers do what : https://1drv.ms/x/s!Aj62egREH4PTxyIkYuCSF6zX5zsp?e=JpJksw

EventListener

Used for listening in on any events sent from and to objects in the game. Also works with PlaymakerFSM events

EventManager

Used for receiving events from other objects, and sending events to other objects. This component can also be used to send and receive PlaymakerFSM events

FieldUpdater

Used for updating many fields at once on GameObjects

FieldUpdater.UpdatedField

FieldUpdater.UpdatedFieldListView

List view for accessing and modifying updated fields.

Flings

Used for creating "Flings" that will scatter particle objects in random directions

HitTaker

Used for dealing damage to enemies

HunterJournal

Used for recording entries into the hunter's journal

ImplFinder

Used for finding the implementation for a type that inherits from IImplementation.

This is used to load up a different type implementation depending on whether we are in-game, or in the Unity Editor

InfiniteHealthModifier

When added to an EntityHealth component, will cause the health to increase infinitely

Initialization

The main class used for initializing WeaverCore

Interop

Used to help with mod interop

InvincibleHealthModifier

When added to an EntityHealth component, will cause the health to never change

Music

Contains snapshots and mixers that are related to the Music AudioMixer

These snapshots are used to change what music channels are being played in a scene

See this table for more info on what groups/mixers do what : https://1drv.ms/x/s!Aj62egREH4PTxx1MpsfuioqJtSCH?e=7kmAV0

MusicPack

An object that contains a list of music tracks to be played, and what music snapshot should be applied

ObjectPool

A pool that can be used to store old instances of objects when not in use, and can be renabled if needed.

This is done to reduce the amount of calls to GameObject.Instantiate and GameObject.Destroy

NOTE: Every object used through this pool must have a PoolableObject component attached

Player

A class for accessing and doing things related to the player

PlayerInput

Used for accessing input from the player's controller

PlayerInput.PlayerInputButton

PlayerInput.PlayerInputJoystick

PoolableObject

When attached to an object, this object can now be used in a ObjectPool

Pooling

A class that makes it easy to pool any object you want. Acts as a drop-in replacement for GameObject.Instantiate, while still reaping the benefits of pooling

This class handles creating ObjectPools for you, so you can just call Instantiate(GameObject) to instantiate a pooled object

Randomizer<T>

A comparer that is used to randomize a list

Registry

Used to store a variety of features to be added to the game

RegistryLoader

Used to load the registries for WeaverCore Mods

SceneRecord

Contains a list of scenes a mod is adding to the game

SceneRecord.GateRedirect

Contains all the information needed to change an existing Transition Point to point to a new scene

ShadeSounds

Contains snapshots and mixers that are related to the Shade AudioMixer

These snapshots are used to enable and disable the shade sound effects in a scene

SimpleDreamDialogProvider

Used to map a convo title with a set of dreamnail messages

TogglableWeaverMod

A WeaverCore mod that can be toggled on and off

Warp

Main class for dream warping the player to a new scene

Warp.DreamWarpOptions

Contains customizable options for warping the player

WeaverAudio

Used for playing audio under certain channels.

WeaverBossScene

Contains data used for managing Godhome boss scenes. These contains test conditions that can be used to only unlock a Godhome bossfight only if certain criteria are met

WeaverBossScene.WeaverBossTest

WeaverCamera

A component used to access and manipulate the camera

WeaverCanvas

A component used to access and manipulate the UI canvas

WeaverDebugCanvas

Similar to WeaverCanvas, but this canvas will appear on top of everything else, and is mainly used for debugging tools that need to be visible above all other UI elements

WeaverGameManager

An object used to do actions that are related to the whole game

WeaverGeo

The class used for spawning Geo in WeaverCore

WeaverGeoRock

A small rock that spawns geo when hit by the player

WeaverLanguage

Used for accessing translations

WeaverLog

Used for logging to the console

WeaverMod

The base class for all WeaverCore Mods

WeaverMusicCue

Used for playing music in WeaverCore

Structs

Blood.BloodSpawnInfo

A struct that details how blood particles should be spawned

FieldUpdater.UpdatedField.Container<T>

FlingInfo

Contains all the needed information for spawning a fling effect

HarmonyPatcher

Uses the HarmonyX library for patching any methods/properties you like.

Should only be used if necessary

HitInfo

Info on how something is hitting something else

WeaverBossScene.WeaverBossTest.BoolTest

WeaverBossScene.WeaverBossTest.IntTest

Interfaces

FieldUpdater.UpdatedField.IContainer

Enums

ActorSounds.GroupType

ActorSounds.SnapshotType

Atmos.AtmosSources

Atmos.GroupType

Atmos.SnapshotType

EnviroEffects.GroupType

EnviroEffects.SnapshotType

EventManager.EventType

The type of event that is getting sent

Music.GroupType

Music.SnapshotType

ShadeSounds.GroupType

ShadeSounds.SnapshotType

WeaverBossScene.WeaverBossTest.IntTest.Comparison

WeaverGameManager.TimeFreezePreset

Delegates

EventListener.EventListenerDelegate

EventListener.EventListenerWithNameDelegate

EventManager.EventReceiveDelegate

A delegate used for receiving events

EventManager.EventTriggeredDelegate

A delegate used whenever an event gets triggered

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