JUtils
A unity utilities library
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▼NJUtils | |
▼NEditor | |
CCustomNameEditor | |
CRequiredEditor | |
CSerializeInterfaceEditor | |
CShowWhenEditor | |
CTypeSelectorEditor | |
CUneditableEditor | |
CUnpackEditor | |
CBaseMinMaxEditor | |
CMinMaxEditor | |
CMinMaxIntEditor | |
COptionalEditor | |
CSceneReferenceEditor | |
CSerializableGuidEditor | |
CWeightedEditor | |
CJUtilsInspectorButton | |
CEventChannelEditor | |
CMonoBehaviourEditor | |
NInternal | |
CButtonAttribute | Attach this button to a method to make it clickable in the inspector. This attribute will also draw parameters if it can |
CCustomNameAttribute | Change the name of a parameter in the inspector |
CResourcePlayModeChangeCallbackReceiverAttribute | Receive a call when the play mode has been changed in a resource. Can be used to reset some data of a resource |
CIResourcePlayModeChangeCallbackReceiver | This interface is optional but it gives all the methods for ResourcePlayModeChangeCallbackReceiverAttribute> |
CRequiredAttribute | When an UnityEngine.Object reference has not been set, show a big warning |
CSerializeInterfaceAttribute | Restrict the UnityEngine.Object field to extend a certain interface |
CShowWhenAttribute | Hide a field if the condition does not match, allows checks for bools, ints, floats & strings |
CTypeSelectorAttribute | Show a dropdown for all classes that extend the field's type. Requires SerializeReference attribute to function correctly |
CUneditableAttribute | Disable writing for this property in the editor |
CUnpackAttribute | Displays the given type in the inspector as if it isn't a different object. Useful for Unity DOTS baker workflow |
CBillboardCamera | Bill-boarding component which allows for advanced anchoring and other behaviours |
CDontDestroyOnLoad | Runs the DDOL function on this gameobject, this is a more declerative way to mark an object for DDOL |
CDestroyObjectAfterKilled | Destroys the targetted gameobject when the attached HealthComponent died |
CHealthComponent | A simple yet versatile HealthComponent implementation that uses SendMessage to send its heal & damage events |
CIDamageEvent | Used to create more detailed damage events |
CIHealEvent | Used to create more detailed heal events |
CSimpleDamageEvent | Light simple implementation for the IDamageEvent |
CSimpleHealEvent | Light simple implementation for the IHealEvent |
CObjectPool | A simple implementation for an object pool |
CObjectPoolManager | Makes it easier to work with object pools |
CPoolItem | A behaviour that is used with the ObjectPool. Other behaviours can listen to the events this class sends |
CSpawnPoolItemAfterDestroyed | Spawn an object using ObjectPoolManager after the game object was disabled / destroyed or the pool item was sent back to the object pool |
CSpawnPoolItemAfterEnabled | Spawn an object using ObjectPoolManager after the game object was enalbed / created or the pool item was sent into action |
CCoroutineCatcher | Wrapper for troublesome coroutines |
CCoroutines | Make coroutines run on the JUtilsObject |
CRoutines | A static class that contains methods for easily creating routines & avoid object allocations |
CMinMax | A struct with a custom editor which can be used to get a minimum and a maximum value, handy for random values & clamping |
CMinMaxInt | A struct with a custom editor which can be used to get a minimum and a maximum value, handy for random values & clamping |
COptional | A struct useful for showing in the inspector if the value is optional, and does not have to be set. Also allows for quicker checks if the value is set |
CRangeExtensions | Used to turn a range or int to a RangeEnumerator so it can be used in a Foreach loop |
CRangeEnumerator | Allows for complex enumerations for Range types |
CSceneReference | Reference a scene via its asset instead of its name. It can also give suggestions based on it being null / not in build |
▼CSerializableDictionary | A dictionary of which the values do not get lost on serialization |
CPair | The pair object used for the internal data |
CSerializableGuid | A lightweight guid class that can be serialized |
CSerializableType | Serialize a System.Type Object |
CIWeighted | A interface that helps with weighted randomness WeightedExtensions |
CWeighted | A struct that makes it easier to work with weighted randomness
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CBaseEventChannel | The base class for an simple event channel |
CBaseEventListener | The base class for event channel based listeners. Recommended for UI or if the GO only has one event listener, otherwise consider using the BaseEventChannel<T> directly |
CBoolEventChannel | |
CBoolEventListener | |
▼CEventChannel | |
CEmpty | |
CEventChannelExtensions | Useful extensions for dealing with BaseEventChannel<T>> |
CEventListener | |
CFloatEventChannel | |
CFloatEventListener | |
CIntEventChannel | |
CIntEventListener | |
CLongEventChannel | |
CLongEventListener | |
CUIntEventChannel | |
CUIntEventListener | |
CULongEventChannel | |
CULongEventListener | |
CAudioListenerExtensions | Adds extensions for the AudioSource component |
CCollectionExtensions | |
CColorExtensions | Gives threshold comparing functions for Colors |
CComponentExtensions | Useful extensions for working with components |
CEnumerable | Extensions for Enumerates |
CTransformExtensions | Some useful extensions to transforms |
CUnityObjectExtensions | |
CVector2Extensions | |
CVector3Extensions | |
CWeightedExtensions | Contains helper functions for working with Weighted Randomness |
CAssemblyJUtils | Utilities class working with assemblies |
CGizmoUtils | Some shorthand functions for drawing things with Hanldes |
CIService | |
CServiceManager | A simple service manager |
CAutoSingletonBehaviour | Your simple and everyday singleton class that automatically instantiates if there is no instance yet |
CISingleton | Simple interface for working with singletons |
CMultitonBehaviour | A MonoBehaviour where you can easily access all of its instances |
CSingletonBehaviour | Your simple and everyday singleton class |
CSingletonManager | Centralized singleton to fix reference & hot reload issues issues |
CState | A simple state that can be driven by stateMachine |
CStateData | The data of a state |
▼CStateMachine | A mono behaviour state-machine that can also be used as a state |
CQueueEntry | Representation of the state and its data in the queue |
CStateRef | Empty structure used to help with typesafety |