• Manual
  • Scripting API
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  • ScriptableFramework
    • AnimatorList
    • AnimatorListPopulator
    • AnimatorReference
    • AnimatorReferencePopulator
    • AppEvent
    • AppEvent<T>
    • AppEventBase
    • AppEventListener
    • AppEventListener<T>
    • AppEventListenerBase
    • AppVersion
    • BoolEvent
    • BoolEventListener
    • BoolList
    • BoolResponse
    • BoolValue
    • BoundsEvent
    • BoundsEventListener
    • BoundsResponse
    • ColorEvent
    • ColorEventListener
    • ColorList
    • ColorResponse
    • ColorValue
    • DataString
    • DefaultState
    • Dragable
    • Extensions
    • FloatEvent
    • FloatEventListener
    • FloatList
    • FloatResponse
    • FloatValue
    • FoldoutAttribute
    • GameObjectList
    • GameObjectListPopulator
    • GameObjectReference
    • GameObjectReferencePopulator
    • InputValidation
    • IntEvent
    • IntEventListener
    • IntList
    • IntResponse
    • IntValue
    • IReferenceContainer
    • IValueContainer
    • MeshRendererList
    • MeshRendererListPopulator
    • MeshRendererReference
    • MeshRendererReferencePopulator
    • PathType
    • Platform
    • ReferenceItem<T>
    • ReferenceList<T>
    • ReleaseType
    • RuntimeItem<T>
    • RuntimeList<T>
    • RuntimeObject
    • RuntimeObjectManager
    • SceneAsset
    • SceneAsset.SceneLoadException
    • SearchableEnumAttribute
    • StateChange
    • StateMachine
    • StateMachineBase
    • StateMachineController
    • StateMachineReset
    • StateToggle
    • StringEvent
    • StringEventListener
    • StringList
    • StringResponse
    • StringValue
    • TransformList
    • TransformListPopulator
    • TransformReference
    • TransformReferencePopulator
    • ValueItem<T>
    • ValueList<T>
    • Vector2Event
    • Vector2EventListener
    • Vector2List
    • Vector2Response
    • Vector2Value
    • Vector3Event
    • Vector3EventListener
    • Vector3List
    • Vector3Response
    • Vector3Value
  • ScriptableFramework.CustomEditors
    • AppEventEditor
    • AppEventListenerEditor
    • AppVersionEditor
    • DataStringEditor
    • EditorOverride
    • EditorOverride.Cache
    • EditorOverride.Colors
    • FrameworkExtensions
    • RuntimeObjectEditor
    • RuntimeObjectManagerEditor
    • SceneAssetEditor
    • SearchableEnumDrawer
    • SearchablePopup
  • ScriptableFramework.Tests
    • AppEventGenericTests
    • AppEventGenericTests.ClearData
    • AppEventGenericTests.RaiseEvent
    • AppEventGenericTests.RegisterListener
    • AppEventGenericTests.UnregisterListener
    • AppEventListenerGenericTests
    • AppEventListenerGenericTests.OnEventRaised
    • AppEventListenerGenericTests.RegisterSelf
    • AppEventListenerGenericTests.UnregisterSelf
    • AppEventListenerTests
    • AppEventListenerTests.OnEventRaised
    • AppEventListenerTests.RegisterSelf
    • AppEventListenerTests.UnregisterSelf
    • AppEventTests
    • AppEventTests.ClearData
    • AppEventTests.RaiseEvent
    • AppEventTests.RegisterListener
    • AppEventTests.UnregisterListener
    • DataStringTests
    • ListenerResponder
    • ReferenceItemTests
    • ReferenceItemTests.ClearData
    • ReferenceItemTests.ClearWithForAssetReferencingOnly
    • ReferenceListTests
    • ReferenceListTests.ClearData
    • ReferenceListTests.ClearWithForAssetReferencingOnly
    • StateMachineTests
    • StateMachineTests.ClearData
    • StateMachineTests.ReapplyState
    • StateMachineTests.UpdateStateForAll
    • StateMachineTests.UpdateStateForIndex
    • StateMachineTests.UpdateStateForRange
    • StateMachineTests.UpdateStateForSingle
    • StateToggleTests
    • StateToggleTests.RespondToStateMachineChange
    • StateToggleTests.UpdateStateMachine
    • StringListTests
    • ValueItemTests
    • ValueItemTests.ClearData
    • ValueListTests
    • ValueListTests.ClearData

Namespace ScriptableFramework

Classes

AnimatorList

A ReferenceList which can hold a list of Animators. Also has some convenience methods for interacting with all items at once.

AnimatorListPopulator

Utility component to populate a AnimatorList with Animators in the scene.

AnimatorReference

A ReferenceItem which can hold a Animator.

AnimatorReferencePopulator

Utility component to populate a AnimatorReference with a Animator in the scene.

AppEvent

An RuntimeObject which acts as an event handle.

AppEvent<T>

An abstract generic RuntimeObject which acts as an event handle. Inherit from this class to create your own event. Give your class the CreateAssetMenu attribute to serialize an instance of it.

AppEventBase

Base class for generic and non generic AppEvents

AppEventListener

A component which listens to an AppEvent. In the inspector, drag and drop in the list of responses to set up which funtions will be called when the event is raised.

AppEventListener<T>

A generic component which listens to an AppEvent of the same type. Inherit from this class to create your own AppEventListener sub class. In the inspector, drag and drop in the list of responses to set up which funtions will be called when the event is raised.

AppEventListenerBase

Base class for all AppEventListener components.

AppVersion

Stores the current version of the software being developed. Adhears to Semantic Versioning.

BoolEvent

An event handle designed to pass a bool.

BoolEventListener

A component which listens to a BoolEvent. In the inspector, drag and drop in the list of responses to set up which funtions will be called when the event is raised. Due to limitations in serializing generic types, public references for both events and responses need to be explicitly written when creating a BoolEventListener

BoolList

A ValueList which can hold a list of bools.

BoolResponse

A UnityEvent able to take a dynamic bool.

BoolValue

A ValueItem which can hold a bool.

BoundsEvent

An event handle designed to pass a Bounds.

BoundsEventListener

A component which listens to a BoundsEvent. In the inspector, drag and drop in the list of responses to set up which funtions will be called when the event is raised. Due to limitations in serializing generic types, public references for both events and responses need to be explicitly written when creating a BoundsEventListener

BoundsResponse

A UnityEvent able to take a dynamic Bounds.

ColorEvent

An event handle designed to pass a Color.

ColorEventListener

A component which listens to a ColorEvent. In the inspector, drag and drop in the list of responses to set up which funtions will be called when the event is raised. Due to limitations in serializing generic types, public references for both events and responses need to be explicitly written when creating a ColorEventListener

ColorList

A ValueList which can hold a list of bools.

ColorResponse

A UnityEvent able to take a dynamic Color.

ColorValue

A ValueItem which can hold a Color.

Dragable

Apply this to all UI elements that can be dragged by the mouse so that inputs don't clash with things like cameras.

Extensions

A collection of useful extension methods that probably should've already existed in the base .NET/Unity APIs.

FloatEvent

An event handle designed to pass a float.

FloatEventListener

A component which listens to a FloatEvent. In the inspector, drag and drop in the list of responses to set up which funtions will be called when the event is raised. Due to limitations in serializing generic types, public references for both events and responses need to be explicitly written when creating a FloatEventListener

FloatList

A ValueList which can hold a list of floats.

FloatResponse

A UnityEvent able to take a dynamic float.

FloatValue

A ValueItem which can hold a float.

FoldoutAttribute

Use this to organise your public properties in the inspector into collapsable groups.

GameObjectList

A ReferenceList which can hold a list of GameObjects.

GameObjectListPopulator

Utility component to populate a GameObjectList with GameObjects in the scene.

GameObjectReference

A ReferenceItem which can hold a GameObject.

GameObjectReferencePopulator

Utility component to populate a GameObjectReference with a GameObject in the scene.

InputValidation

Utility class for validating when certain types of input are possible.

IntEvent

An event handle designed to pass an int.

IntEventListener

A component which listens to a IntEvent. In the inspector, drag and drop in the list of responses to set up which funtions will be called when the event is raised. Due to limitations in serializing generic types, public references for both events and responses need to be explicitly written when creating a IntEventListener

IntList

A ValueList which can hold a list of ints.

IntResponse

A UnityEvent able to take a dynamic int.

IntValue

A ValueItem which can hold a int.

MeshRendererList

A ReferenceList which can hold a list of MeshRenderers.

MeshRendererListPopulator

Utility component to populate a MeshRendererList with MeshRenderers in the scene.

MeshRendererReference

A ReferenceItem which can hold a MeshRenderer.

MeshRendererReferencePopulator

Utility component to populate a MeshRendererReference with a MeshRenderer in the scene.

Platform

A collection of properties with values that vary depending on the current platform

ReferenceItem<T>

An abstract generic RuntimeObject which encapsulates a given reference type. Inherit from this class to create your own RuntimeReference sub class. Give your class the CreateAssetMenu attribute to serialize an instance of it.

ReferenceList<T>

A constrained version of RuntimeList that can only be used on reference types.

RuntimeItem<T>

A generic RuntimeObject that stores a single object.

RuntimeList<T>

An abstract generic RuntimeObject which encapsulates the List class. Inherit from this class to create your own RuntimeList sub class. Give your class the CreateAssetMenu attribute to serialize an instance of it.

RuntimeObject

Base class for most of the Scriptable Framework API. These object types that will be reset on application start.

RuntimeObjectManager

Utility class designed purely for the resetting of any ScriptableObject in a Resources directory that derives from RuntimeObject.

SceneAsset

Class used to serialize a reference to a scene asset that can be used at runtime in a build, when the asset can no longer be directly referenced. This caches the scene name based on the SceneAsset to use at runtime to load.

SceneAsset.SceneLoadException

Exception that is raised when there is an issue resolving and loading a scene reference.

SearchableEnumAttribute

Put this attribute on a public (or SerialzeField) enum in a MonoBehaviour or ScriptableObject to get an improved enum selector popup. The enum list is scrollable and can be filtered by typing.

StateChange

A helper component designed for quickly allowing control over a StateMachine by hooking it up to UI objects through either static or dynamic function assignment.

StateMachine

A high level wrapper class that encapsulates a GameObjectList and drives the active state of each object according to a given list index that represents a state.

StateMachineBase

StateMachineController

A high level wrapper class that encapsulates a list of StateMachines and drives the active state of each sub object according to a given list index that represents a state.

StateMachineReset

If using the StateMachineAPI in your scene, it is recommended to have an instance of this in your scene as well to allow for proper initialisation.

StateToggle

A helper component designed for quickly allowing control over a StateMachine by hooking it up to Toggles through dynamic function assignment. The Toggle would also respond to changes made to the StateMachine.

StringEvent

An event handle designed to pass a string.

StringEventListener

A component which listens to a StringEvent. In the inspector, drag and drop in the list of responses to set up which funtions will be called when the event is raised. Due to limitations in serializing generic types, public references for both events and responses need to be explicitly written when creating a StringEventListener

StringList

A ValueList which can hold a list of DataStrings which can be used in place of regular Strings.

StringResponse

A UnityEvent able to take a dynamic string.

StringValue

A ValueItem which can hold a DataString which can be used in place of a regular String.

TransformList

A ReferenceList which can hold a list of Transforms.

TransformListPopulator

Utility component to populate a TransformList with Transforms in the scene.

TransformReference

A ReferenceItem which can hold a Transform.

TransformReferencePopulator

Utility component to populate a TransformReference with a Transform in the scene.

ValueItem<T>

An abstract generic RuntimeObject which encapsulates a given value type. Inherit from this class to create your own RuntimeValue sub class. Give your class the CreateAssetMenu attribute to serialize an instance of it. A default value can be optionally set in the inspector.

ValueList<T>

An abstract generic RuntimeList which encapsulates a given value type. Inherit from this class to create your own ValueList sub class. Give your class the CreateAssetMenu attribute to serialize an instance of it. A default list can be optionally set in the inspector.

Vector2Event

An event handle designed to pass a Vector2.

Vector2EventListener

A component which listens to a Vector3Event. In the inspector, drag and drop in the list of responses to set up which funtions will be called when the event is raised. Due to limitations in serializing generic types, public references for both events and responses need to be explicitly written when creating a Vector3EventListener

Vector2List

A ValueList which can hold a list of Vector2s.

Vector2Response

A UnityEvent able to take a dynamic Vector2.

Vector2Value

A ValueItem which can hold a Vector2.

Vector3Event

An event handle designed to pass a Vector3.

Vector3EventListener

A component which listens to a Vector3Event. In the inspector, drag and drop in the list of responses to set up which funtions will be called when the event is raised. Due to limitations in serializing generic types, public references for both events and responses need to be explicitly written when creating a Vector3EventListener

Vector3List

A ValueList which can hold a list of Vector3s.

Vector3Response

A UnityEvent able to take a dynamic Vector3.

Vector3Value

A ValueItem which can hold a Vector3.

Structs

DataString

A value type that encapsulates a regular string object. Can implicitly cast to and from a regular string and is compatible with the ValueItem and ValueList API.

Interfaces

IReferenceContainer

To be used in both ReferenceList and ReferenceItem so that their common fields can be enforced through a common interface.

IValueContainer

To be used in both ValueList and ValueItem so that their common fields can be enforced through a common interface.

Enums

DefaultState

A set of possible states a StateMachine can default to.

PathType

An enum to allow changing which type of path to use via the inspector.

ReleaseType

Defines the various types of releases which dictate what sort of suffix is added to the end of the version string.

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