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2D Shooter Bullet and Weapon System for Unity 3.0.0
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| CAlienHullHit | Simple demo scene script for flashing a sprite renderer red when hit |
| CBenchmarkRunner | Runs a timed benchmark, records FPS, and writes results to a file |
| CBenchmarkSetup | Menu items to set up benchmarking in the Benchmarking scene |
| CBloodSplatterFade | |
| CBloodSplatterPool | Object pool and centralized update for blood splatters |
| CBullet | The main bullet component class for bullets used by the WeaponSystem component |
| CBulletCollisionSystem | DOTS collision system using Physics2D.CircleCast |
| CBulletComponent | ECS component holding bullet movement and collision data |
| CBulletMovementSystem | DOTS system that moves all active bullets |
| CCameraLerpToTransform | Camera lerping script to get camera to smooth follow the player or other targets in demo scenes |
| CDemoFollowScript | Used to get objects in some demo scenes to follow other targets |
| CDemoPlayerAnimations | |
| CDemoRandomPositionMover | Basic random point chooser component used in some demo scenes to move targets to random locations |
| CDemoSceneManager | Component that is used to manage and configure / display GUI for various demo scenes for the asset |
| CDemoSliderText | |
| CDemoTurretHealth | Simple health component to track health for turrets in turret demo scene |
| CDemoTurretScene | Used to configure simple demo turrets in the Turret weapon demo scene |
| CDemoWeaponCycler | Cycles through the WeaponSystem's weapon inventory every N seconds |
| CDotsBulletLink | Links a bullet GameObject to its DOTS entity |
| CDotsBulletManager | Manages DOTS bullet entity spawning and syncs entity positions to pooled GameObjects for rendering and physics |
| CDotsEnemyManager | Spawns and manages DOTS enemies for the demo or benchmark scenes |
| CDoxygenConfig | |
| CDoxygenWindow | |
| CDoxyRunner | This class spawns and runs Doxygen in a separate thread, and could serve as an example of how to create plugins for unity that call a command line application and then get the data back into Unity safely |
| CDoxyThreadSafeOutput | This class encapsulates the data output by Doxygen so it can be shared with Unity in a thread share way |
| CEnemyBumpSystem | When enemies bump into each other, push them apart and turn away from each other |
| CEnemyComponent | ECS component for DOTS enemies |
| CEnemyLink | Links a DOTS enemy GameObject to its entity |
| CEnemyMovementSystem | DOTS system that moves enemies and implements wandering for the demo enemies to wander around randomly |
| CEnemySyncPositionsSystem | Syncs enemy entity positions to GameObjects before EnemyBumpSystem, so OverlapCircleAll uses current positions and enemies don't pass through each other |
| CFPSCounter | |
| CGunPickup | A sample demo script that shows a simple way of how to pick up guns/weapons using ScriptableObjects and add them to the main WeaponSystem weapon configurations |
| CObjectPoolManager | Main pooling singleton script for bullet / object pool usage |
| CParticleSystemAutoDestruct | Simple auto destruct component for effect GameObjects like sparks / blood that use particle systems that helps them to be used with the ObjectPoolManager |
| CPlayerMovement | Very basic, example player movement script for demo scenes |
| CRotationScript | Simple rotation script used for demo scenes |
| CSetRendererSortingLayer | Basic component used to set particle renderer sorting layers (legacy) for demo scene usage |
| CWeaponIconsUnityGui | |
| CWeaponSystem | The meat of the asset, the WeaponSystem component is used to hold weapon configurations, and bullet pattern setups as well as handling the logic for firing the bullets and setting bullet properties up based on the configuration |
| CWeaponSystemConfig | |
| CWeaponSystemEditor | Custom inspector / editor for the main WeaponSystem component script |
| CWeaponSystemEditorList | Editor component for custom editor GUI used for managing lists |