AnimationReferenceAttribute |
Marks a string or int field to show a popup menu in the inspector which lets you
select an animation value name or hash respectively. Values include both states and parameters.
WARNING: selecting a value using this attribute does not link the field to that state or parameter. Renaming
the state or parameter will NOT automatically update the value of the attributed field.
If you're interested in an animation system which avoids the need for these weak unsafe references entirely,
you should check out Animancer.
|
AnimationsPanel |
[Editor-Only, Internal]
A Weaver.Editor.Window.ProceduralScriptPanel containing the details of the procedural Animations script.
|
AnimationsScriptBuilder |
[Editor-Only, Internal]
Scans your project for all UnityEditor.Animations.AnimatorController assets to gather the hashes of all states and
parameters then procedurally generates a script containing constants wrapper methods for each of them.
|
Asset<T> |
A wrapper which simplifies the process of lazy loading and caching resources and other assets, i.e. only
loading them when they are first needed instead of on startup.
|
AssetGenerator |
[Editor-Only]
Base class for systems which manage aspects of procedural asset generation that are unique to certain asset
types: determining the asset path, finding and invoking the generator method, and saving the generated asset.
|
AssetGeneratorAttribute |
[Editor-Only]
Specifies which asset type can be generated by the attributed class (which must inherit from
Weaver.Editor.Procedural.AssetGenerator ).
|
AssetInjectionAttribute |
An Weaver.InjectionAttribute for attributes that inject an asset reference. |
AssetInstanceAttribute |
An Weaver.AssetInjectionAttribute which instantiates a copy of the target asset and assigns the copy to
the attributed member.
|
AssetList |
A UnityEngine.ScriptableObject containing a list automatically populated with all assets of a given type in a
specific folder. Gathering takes place in the Unity Editor so the list can be loaded efficiently at runtime.
|
AssetList<T> |
An Weaver.AssetList that serializes direct references to the target assets.
|
AssetListBase |
A UnityEngine.ScriptableObject containing a list which is automatically populated with all assets of a given
type in a specific folder. Gathering takes place in the Unity Editor so the list can be loaded efficiently at
runtime and the target assets do not need to be in a Resources folder.
|
AssetListEditor |
[Editor-Only] A custom UnityEditor.Editor for Weaver.AssetListBase . |
AssetListGenerator |
[Editor-Only] An Weaver.Editor.Procedural.AssetGenerator which saves asset lists. |
AssetPoolAttribute |
An Weaver.AssetInjectionAttribute which assigns an Weaver.ObjectPool`1 to the attributed member
that creates new items by instantiating copies of the target asset.
|
AssetPostprocessor |
[Editor-Only, Internal]
Exposes an event that is called whenever an asset is imported, deleted, or moved.
|
AssetReferenceAttribute |
An Weaver.AssetInjectionAttribute which assigns the target asset directly to the attributed member.
|
BillboardManager |
Controls the rotation of any objects it is given to make them constantly face its Weaver.Examples.BillboardManager.Transform
|
Building |
A simple destructible building for Example 05 Missile Command which also serves as an example of how to create
a procedural asset.
|
CachedTypeInfo |
[Editor-Only]
Encapsulates information about a Weaver.Editor.Procedural.Scripting.CachedTypeInfo.Type for easy access and efficient reuse.
|
ConstructorBuilder |
[Editor-Only]
Manages the details for building a constructor in a procedural C# script.
|
Conversation |
A simple sequence that shows a series of pre-defined lines as speech text above specific objects as if they
were having a conversation.
|
CSharp |
A variety of methods relating to C# code. |
CSharpProcedural |
[Editor-Only] A variety of methods relating to procedurally generating C# code. |
DamageOnContact |
Shows a Weaver.Examples.FloatingText as if damage were being dealt whenever a collision is detected.
|
DamageSystem |
A set of simple methods which use Weaver.Examples.IDealDamage and Weaver.Examples.ITakeDamage to pass simple
damage messages around.
|
EditorPrefAttribute |
An Weaver.InjectionAttribute which saves and loads the value of the attributed member in
UnityEditor.EditorPrefs .
|
ElementBuilder |
[Editor-Only] Base class for building any element in a procedural script such as namespaces, types, fields, etc. |
ElementBuilderGroupExtensions |
Various extension methods for Weaver.Editor.Procedural.Scripting.IElementBuilderGroup .
|
Explosion |
A simple spherical explosion which grows then shrinks over time and uses the Weaver.Examples.DamageSystem to
notify objects that it hits.
|
FieldBuilder |
[Editor-Only] Manages the details for building a field in a procedural C# script. |
FloatingText |
A Weaver.PoolableBehaviour`1 which manages a text object in the scene. This base class is a facade to
allow implementations such as Weaver.Examples.FloatingTextUnity to use any text system.
|
FloatingTextBounce |
Causes the UnityEngine.Transform.localScale of a Weaver.Examples.FloatingText to smoothly bounce in and out
over the course of its lifetime using a sine curve.
|
FloatingTextExtensions |
Extension methods for Weaver.Examples.FloatingText . |
FloatingTextFade |
Causes a Weaver.Examples.FloatingText.Color to fade its alpha value from 1 to 0 over the course of its lifetime.
|
FloatingTextTypewriter |
Causes a Weaver.Examples.FloatingText to gradually show each of its character one at a time with a short delay.
|
FloatingTextUnity |
A Weaver.Examples.FloatingText that uses Unity's inbuilt UnityEngine.TextMesh component.
|
FollowMouse |
Constantly accelerates a UnityEngine.Rigidbody towards the mouse cursor on the XZ plane.
|
FrameRate |
A system that uses a Weaver.Examples.FrameRate.Text component to display the current Frame Rate (Frames Per Second).
The displayed value is updated once per second.
|
GameOverScreen |
Pauses the game when shown and has a function to reload the current scene.
The Weaver.Examples.GameOverScreen.Prefab field serves as an example of Lazy Asset Injection.
|
InjectionAttribute |
Base class for attributes which define behaviours for automatically injecting values into static properties.
|
InjectorScriptBuilder |
[Editor-Only]
A system for handling the build process so that members with Weaver.InjectionAttribute s can be
initialized efficiently in a runtime build.
|
Item |
An item that can be purchased from a shop.
This class could contain any kind of functionality, but for the purpose of this simple example it just holds
the meta-data.
|
ItemDisplay |
A group of UI components which display the details of an Weaver.Examples.Item .
|
ItemList |
A Weaver.MetaAssetList`2 of Weaver.Examples.Item prefabs and their
Weaver.Examples.ItemMetaData .
|
ItemShop |
Initializes an Weaver.Examples.ItemDisplay for each item in an Weaver.ItemList .
|
LayersPanel |
[Editor-Only, Internal]
A Weaver.Editor.Window.ProceduralScriptPanel containing the details of the procedural Layers script.
|
LayersScriptBuilder |
[Editor-Only, Internal]
Procedurally generates a script containing constants corresponding to the physics layers in your project.
|
LazyAssetList<T> |
An Weaver.AssetList that serializes resource paths so that assets don't need to be loaded until they are
first accessed.
|
MemberBuilder |
[Editor-Only] Base class for building a particular type of member in a procedural C# script. |
MeshBuilder |
Encapsulates lists of vertices, normals, etc. to simplify the procedural generation of meshes.
To use: simply add elements to the lists (Weaver.MeshBuilder.Vertices , Weaver.MeshBuilder.Indices , Weaver.MeshBuilder.UVs ,
etc.) then call any of the Compile() overloads. You can also implicitly cast a Weaver.MeshBuilder to a
UnityEngine.Mesh .
You can efficiently reuse a Weaver.MeshBuilder by calling Weaver.MeshBuilder.Clear .
|
MeshUtilities |
Various utility methods for using the Weaver.MeshBuilder class. |
MetaAssetList<TAsset, TMeta> |
A Weaver.LazyAssetList`1 that serializes a specific type of meta-data about the listed assets so that
the data can be accessed and evaluated without actually loading the assets.
|
MetaDataUtils |
[Editor-Only] Various utilities for managing meta-data. |
MethodBuilder |
[Editor-Only] Manages the details for building a method in a procedural C# script. |
MiscPanel |
[Editor-Only, Internal]
A Weaver.Editor.Window.WeaverWindowPanel containing things that don't fit in other panels.
|
Missile |
A projectile that flies straight and creates an Weaver.Examples.Explosion when it hits something or takes damage.
|
MissileLauncher |
Rotates the Weaver.Examples.MissileLauncher._Launcher to face the mouse cursor and fires a Weaver.Examples.Missile whenever the
player clicks the mouse.
|
MissileList |
An Weaver.AssetList`1 of Weaver.Examples.Missile prefabs. |
MissileRain |
Randomly spawns missiles at a gradually increasing rate over an area.
|
NamespaceBuilder |
[Editor-Only] Manages the details for building a namespace in a procedural C# script. |
NavAreasPanel |
[Editor-Only, Internal]
A Weaver.Editor.Window.ProceduralScriptPanel containing the details of the procedural NavAreas script.
|
NavigationAreasScriptBuilder |
[Editor-Only, Internal]
Procedurally generates a script containing constants corresponding to the navigation areas in your project.
|
ObjectList |
An Weaver.AssetList for any UnityEngine.Object . |
ObjectPool |
Various utilities and extension methods for Weaver.ObjectPool`1 .
More detailed instructons on how to use this class and those related to it can be found at
https://kybernetik.com.au/weaver/docs/misc/object-pooling.
|
ObjectPool<T> |
A collection of objects that can create new items as necessary.
Get an object from the pool with Weaver.ObjectPool`1.Acquire .
Return it to the pool with Weaver.ObjectPool`1.Release(`0) .
The non-generic Weaver.ObjectPool class contains some useful methods of creating commonly used pools.
More detailed instructons on how to use this class and those related to it can be found at
https://kybernetik.com.au/weaver/docs/misc/object-pooling.
|
OnInjectionCompleteAttribute |
An System.Attribute for static parameterless methods to have Weaver invoke them once the static
dependency injection is complete.
|
PathMatcher |
[Editor-Only]
A utility for finding file paths that match certain targets as closely as possible.
|
PoolableBehaviour<T> |
A UnityEngine.MonoBehaviour component which automatically detects the Weaver.ObjectPool`1 that
created it so it can be released back to that pool (or simply destroyed if it wasn't created by a pool) using
the Weaver.ObjectPool.TryReleaseOrDestroyGameObject``1(``0) extension method.
When inheriting from this class, T should always be the child class itself, I.E.
class ChildClass : PoolableBehaviour<ChildClass>
More detailed instructons on how to use
this class and those related to it can be found in the documentation.
|
PooledList |
Various utilities and extension methods for Weaver.PooledList`1 .
More detailed instructons on how to use this class and those related to it can be found at
https://kybernetik.com.au/weaver/docs/misc/object-pooling.
|
PooledList<T> |
A System.Collections.Generic.List`1 of active objects backed by an Weaver.ObjectPool`1 of inactive objects ready to
be reused.
More detailed instructons on how to use this class and those related to it can be found at
https://kybernetik.com.au/weaver/docs/misc/object-pooling.
|
PrefabGenerator |
[Editor-Only]
An Weaver.Editor.Procedural.AssetGenerator which saves UnityEngine.GameObject s and UnityEngine.Component s as prefabs.
|
PrefAttribute |
An Weaver.InjectionAttribute which saves and loads the value of the attributed member in
UnityEngine.PlayerPrefs .
|
ProceduralAsset |
A group of details relating to an Weaver.AssetInjectionAttribute which allow its target asset to be
procedurally generated.
|
ProceduralAssetAttribute |
When placed alongside any kind of Weaver.AssetInjectionAttribute , this attribute allows the injected
asset to be procedurally generated.
|
ProceduralScriptPanel |
[Editor-Only, Internal]
A base Weaver.Editor.Window.WeaverWindowPanel class for panels specific to a certain procedural script.
|
ProceduralScriptSettings |
[Editor-Only, Internal]
Base class for settings relating to a procedural script.
|
PropertyBuilder |
[Editor-Only] Manages the details for building a property in a procedural C# script. |
ReflectionUtilities |
A variety of utility methods relating to reflection. |
ReflectionUtilities.Assemblies |
A variety of utility methods relating to the currently loaded assemblies and iterating through them. |
ScenesPanel |
[Editor-Only, Internal]
A Weaver.Editor.Window.ProceduralScriptPanel containing the details of the procedural Scenes script.
|
ScenesScriptBuilder |
[Editor-Only, Internal]
Procedurally generates a script containing constants corresponding to the scenes in your build settings.
|
Score |
A simple scoring system with a high score and Weaver.Examples.FloatingText to indicate when points are gained.
|
ScriptBuilder |
[Editor-Only]
Determines the naming conventions for a procedural C# script, as well as for #region names, #if symbols, and
the messages used for obsolete members.
|
ScriptGenerator |
[Editor-Only]
An Weaver.Editor.Procedural.AssetGenerator which saves UnityEditor.MonoScript s as ".cs" text files.
|
ScriptGenerator.AliasAttribute |
Replaces the method name used in the "This file was procedurally generated by ... Any modifications will be
overwritten." comment at the top of a procedural script.
|
ShadersPanel |
[Editor-Only, Internal]
A Weaver.Editor.Window.ProceduralScriptPanel containing the details of the procedural Shaders script.
|
ShadersScriptBuilder |
[Editor-Only, Internal]
Procedurally generates a script containing constants corresponding to the properties and symbols in a set of
shaders chosen in the Weaver.Editor.Window.ShadersPanel .
|
ShowInPanelAttribute |
[Editor-Only] Indicates which Weaver.Editor.Window.WeaverWindowPanel something should be shown in. |
SimpleScriptBuilder |
[Editor-Only]
A simple Weaver.Editor.Procedural.Scripting.ScriptBuilder which builds a script containing a single class.
|
StunOnContact |
When collided with, this component shows a Weaver.Examples.FloatingText to indicate that the colliding object is
stunned and temporarily freezes all its UnityEngine.Rigidbody.constraints so it can't move.
|
Substring |
Encapsulates a string to treat it as a variable substring without the memory allocation and garbage collection
costs of System.String.Substring(System.Int32,System.Int32) .
|
TagsPanel |
[Editor-Only, Internal]
A Weaver.Editor.Window.ProceduralScriptPanel containing the details of the procedural Tags script.
|
TagsScriptBuilder |
[Editor-Only, Internal]
Procedurally generates a script containing constants corresponding to the properties and symbols in a set of
shaders chosen in the Weaver.Editor.Window.TagsPanel .
|
TextGenerator |
[Editor-Only]
An Weaver.Editor.Procedural.AssetGenerator which saves UnityEngine.TextAsset s as ".txt" text files.
|
TextManager |
Provides a central location for accessing various different kinds of Weaver.Examples.FloatingText .
|
TextureGenerator |
[Editor-Only]
An Weaver.Editor.Procedural.AssetGenerator which saves UnityEngine.Texture2D s as ".png" image files.
|
TypeBuilder |
[Editor-Only] Manages the details for building a type in a procedural C# script. |
UnityScripts |
[Editor-Only] A variety of utility methods relating to script assets in Unity. |
WeaverEditorUtilities |
[Editor-Only] A variety of miscellaneous utility methods. |
WeaverUtilities |
A variety of miscellaneous utility methods. |
WeaverUtilities.CollectionPool<TCollection, TElement> |
Maintains a pool of System.Collections.Generic.ICollection`1 so they can be reused without garbage collection.
|
WeaverWindowPanel |
[Editor-Only]
A collapsible panel in the Weaver.Editor.Window.WeaverWindow .
|