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Windward
Action-adventure RPG available on Steam Early Access
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| ►NEditorOnly | |
| ►NLibNoise | |
| ►NSevenZip | |
| ►NTasharen | |
| ►NTNet | |
| CActiveAnimation | Mainly an internal script used by UIButtonPlayAnimation, but can also be used to call the specified function on the game object after it finishes animating. |
| CActiveAnimationEditor | |
| CAirShipRockiness | |
| ►CAIShip | AI controller for ships. |
| CAnimatedAlpha | Makes it possible to animate alpha of the widget or a panel. |
| CAnimatedColor | Makes it possible to animate a color of the widget. |
| CAnimatedWidget | Makes it possible to animate the widget's width and height using Unity's animations. |
| CAntialiasingAsPostEffect | |
| CApplySoundVolume | |
| CAreaEffect | |
| CAttachable | Abstract script that can be attached to game units. |
| CBetterList< T > | This improved version of the System.Collections.Generic.List that doesn't release the buffer on Clear(), resulting in better performance and less garbage collection. PRO: BetterList performs faster than List when you Add and Remove items (although slower if you remove from the beginning). CON: BetterList performs worse when sorting the list. If your operations involve sorting, use the standard List instead. |
| CBloomAndLensFlares | |
| CBlurEffect | |
| CBMFont | BMFont reader. C# implementation of http://www.angelcode.com/products/bmfont/ |
| CBMGlyph | Glyph structure used by BMFont. For more information see http://www.angelcode.com/products/bmfont/ |
| CBMSymbol | Symbols are a sequence of characters such as ":)" that get replaced with a sprite, such as the smiley face. |
| CBuff | |
| CBuffBlackFlag | |
| CBuffDamage | |
| CBuffDef0 | +Defense that increases as health goes down. |
| CBuffDef1 | +Hull aura. |
| CBuffDefense | |
| CBuffDeflect | |
| CBuffEntry | |
| CBuffFog | |
| CBuffHaste | |
| CBuffHull | |
| CBuffImprove | |
| CBuffInCombat | |
| CBuffInferno | |
| CBuffInvisibility | |
| CBuffOff1 | +Damage aura. |
| CBuffPoison | |
| CBuffRegenPenalty | |
| CBuffSight | |
| CBuffStat | |
| CBuffStealth | |
| CBuffSup1 | +Regen and skill cost reduction aura. |
| CBuffUtility | +Regen and skill cost reduction buff. |
| CBuffWhiteFlag | |
| CBuoyancy | Attaching this script to an object will make it apply a force to its rigidbody (found higher in the hierarchy) if the object happens to be below the water (height of 0). If the object has children, each of its children will be used for buoyancy calculations instead of its own transform. |
| CByteReader | MemoryStream.ReadLine has an interesting oddity: it doesn't always advance the stream's position by the correct amount: http://social.msdn.microsoft.com/Forums/en-AU/Vsexpressvcs/thread/b8f7837b-e396-494e-88e1-30547fcf385f Solution? Custom line reader with the added benefit of not having to use streams at all. |
| CCannon | Cannons can fire cannonballs. |
| CCapturable | |
| CCapturableBuilding | |
| CCapturableTown | |
| CCaptureIndicator | Capture indicators show up around units that can be captured, making them easier to identify. |
| CChatInput | Very simple example of how to use a TextList with a UIInput for chat. |
| CClickableTarget | NGUI-event using clickable renderer. Attach to something with a collider. |
| CColorCorrectionCurves | |
| CColorCorrectionEffect | |
| CCombatSpecialist | |
| CComponentSelector | EditorGUILayout.ObjectField doesn't support custom components, so a custom wizard saves the day. Unfortunately this tool only shows components that are being used by the scene, so it's a "recently used" selection tool. |
| CContrastStretchEffect | |
| CCreateMaskedTerrain | |
| CCreatePlayer | CreatePlayer is responsible for the creation of the player's GamePlayer object. |
| CCreateTerrain | |
| CDebuffDefense | -Defense on hit, applied by cannonballs. |
| CDelayedEnable | |
| CDepthOfField34 | |
| CDepthOfFieldScatter | |
| CDownloadTexture | Simple script that shows how to download a remote texture and assign it to be used by a UITexture. |
| CDummyRCC | |
| CEdgeDetectEffectNormals | |
| CEffect | Effect is an abstract class that has alternating behaviours. Poison, burning, haste, wind tunnel – all of these should derive from this class. |
| CEnvelopContent | Example script that resizes the widget it's attached to in order to envelop the target content. |
| ►CEventDelegate | Delegate callback that Unity can serialize and set via Inspector. |
| CEventDelegateDrawer | Draws a single event delegate. Contributed by Adam Byrd. |
| CExampleDragDropItem | |
| CExampleDragDropSurface | Simple example of an OnDrop event accepting a game object. In this case we check to see if there is a DragDropObject present, and if so – create its prefab on the surface, then destroy the object. |
| CExplodeSandBarrel | |
| CExplosionParticles | One-shot script that plays a particle emitter, seeing as there seems to be some issue with having them play on enable. |
| CExplosiveBarrel | |
| CExplosiveMine | |
| CExplosiveProjectile | |
| CFactionIndicator | Faction indicators show up around ships while they are in combat, making them easier to identify. |
| CFishSchoolEditor | |
| CFloatingLoot | A crate or a barrel containing loot. Can be picked up by the player. |
| CFlock | |
| CFlockChild | |
| CFogEffect | |
| CFollowCameraLookAt | |
| CFollowTarget | |
| CFOWColor | |
| CFOWImageEffect | Fog of War requires 3 things in order to work: |
| CFOWRenderers | Adding a Fog of War Renderer to any game object will hide that object's renderers if they are not visible according to the fog of war. |
| CFOWRevealer | Fog of War requires 3 things in order to work: |
| ►CFOWSystem | Fog of War requires 3 things in order to work: |
| CGameAirShip | |
| CGameAudio | Game Audio – will automatically follow the target and persist from one scene to another. |
| CGameBloom | |
| CGameBuilding | |
| CGameChat | Globally accessible game chat that exists at all times. Chat windows can subscribe to its delegates in order to receive messages. |
| CGameCloud | Game Cloud script controls the movement of the clouds in the game. |
| CGameConfig | All of the game's configuration data is stored in a synchronizable DataNode. The game config should be set at the very beginning – in the WorldGen scene, and never touched again. |
| CGameDock | All towns have a dock where ships can spawn. |
| CGameLightSource | |
| CGameMusic | Generic class capable of playing looping music segments. |
| CGamePlayer | Each new player to enter the channel creates a GamePlayer object. The GamePlayer is what actually creates the appropriate ship. |
| CGamePlayerEditor | |
| CGameRoot | Root for all objects that will be added programmatically. |
| CGameShip | |
| CGameShipEditor | |
| CGameSkill | Base class for a usable skill. All user environment interaction is done via skills. |
| CGameSun | This script adjusts the sun's animation based on the world time. |
| CGameTarget | Target that follows the mouse. Doesn't respond to events. |
| ►CGameTown | A town is a dynamically grown cluster of buildings. |
| CGameUnit | Abstract game unit class. |
| CGameUnitFire | Manages visible unit fires that get created and destroyed according to the unit's health. |
| CGameUnitFOW | GameUnit FOW script extends the FOW revealer to take different teams into consideration. |
| CGameWind | Controllable wind direction and strength. |
| CGameWorld | Generate the world using the provided values. |
| CGameZone | Zone-related functionality, such as automatically saving and restoring the Fog of War. |
| ►CGlobalManager | Global manager is the first thing that's created when the game first loads and is always present while the game is running. |
| CGlowEffect | |
| CGraphicsQuality | |
| CGrayscaleEffect | |
| CGuardTower | |
| CGunnerCrew | Cannons script allow the unit the ability to fire at its enemies. |
| ►CHUDText | HUD text creates temporary on-screen text entries that are perfect for damage, effects, and messages. |
| CImageEffectBase | |
| CImageEffects | A Utility class for performing various image based rendering tasks |
| CImprovedTrail | |
| CInfernoEffect | |
| CInterpolation | |
| CKeepAtSeaLevel | |
| CLagPosition | Attach to a game object to make its position always lag behind its parent as the parent moves. |
| CLagRotation | Attach to a game object to make its rotation always lag behind its parent as the parent rotates. |
| CLanguageSelection | Turns the popup list it's attached to into a language selection list. |
| CLanternEffect | |
| CLighthouse | |
| CLoadLevelOnClick | |
| CLookAtTarget | Attaching this script to an object will make that object face the specified target. The most ideal use for this script is to attach it to the camera and make the camera look at its target. |
| CLZMA | |
| CMergeMeshes | Attaching this script to an object will cause it to merge all meshes parented to this object. It's useful for cutting down on the number of draw calls. |
| CMotionBlur | |
| CMouseControl | Makes it possible to steer and move the ship with the mouse. |
| CNamedInt | Trivial string-int pair, with an optional space for a hash of the name. |
| CNGUIDebug | This class is meant to be used only internally. It's like Debug.Log, but prints using OnGUI to screen instead. |
| CNGUIJson | This class encodes and decodes JSON strings. Spec. details, see http://www.json.org/ |
| CNGUISelectionTools | |
| CNGUISettings | Unity doesn't keep the values of static variables after scripts change get recompiled. One way around this is to store the references in EditorPrefs – retrieve them at start, and save them whenever something changes. |
| CNGUITransformInspector | |
| CNoiseEffect | |
| COpenURLOnClick | |
| CPaintTerrain | Script used to paint the terrain. |
| CPanWithMouse | Placing this script on the game object will make that game object pan with mouse movement. |
| CPathfinding | Generic pathfinding algorithm. |
| CPauseWhenEnabled | |
| CPFNode | Pathfinding node. |
| CPFObstacle | Pathfinding obstacle that blocks a single node – can be static or moving. |
| CPFQuery | Pathfinding query. |
| CPFVisualization | Script that can be used to visualize a path from point A to point B. |
| CPickupItems | |
| CPlaceAmbiance | |
| CPlaceShipWrecks | This is an editor script that will place shipwrecks on the terrain. |
| ►CPlaceTrees | This is an editor script that will place trees on the terrain. |
| CPlayerItem | A generic item class. |
| CPlayerPath | Arrow pointer is a visible target indicator showing up in the game. |
| CPlayIdleAnimations | Attach this script to any object that has idle animations. It's expected that the main idle loop animation is called "idle", and idle break animations all begin with "idle" (ex: idleStretch, idleYawn, etc). The script will place the idle loop animation on layer 0, and breaks on layer 1. |
| CPoisonEffect | |
| ►CProceduralTowns | This script samples the procedural terrain and creates towns. |
| CProjectile | Projectile script is attached to objects that deal damage to the player. Actual damage is applied inside the GameUnit class. |
| CPropertyBinding | Property binding lets you bind two fields or properties so that changing one will update the other. |
| CPropertyBindingEditor | |
| CPropertyReference | Reference to a specific field or property that can be set via inspector. |
| ►CPropertyReferenceDrawer | Generic property binding drawer. |
| CQuest | Quest is an abstract attachable component that references an entry in the player's Quest log. |
| CQuestCapture | Capture some target. |
| CQuestColonists | |
| CQuestDefend | Defend a town from an invading pirate. |
| CQuestDelivery | Simple delivery quest from one town to another. |
| CQuestDiscover | Simple discover quest. Get close to the target unit and the quest completes. |
| CQuestLighthouse | |
| CQuestMigrants | Simple delivery quest from one town to another. |
| CQuestMigrants2 | Simple delivery quest from one town to another. |
| CQuestPirate | Defeat a randomly created pirate. |
| CQuestRaid | Defend a town from an entire raid of invading pirates. This is a very difficult quest. |
| CQuestSmallBoss | |
| CQuestSubdue | Quest to go capture a pirate and escort him back to town. |
| CQuestTower | |
| CQuestTrade | Lets the player buy a specific resource in town at a discounted price. |
| CQuestWreck | |
| CQuestZPL | Quest that unlocks the ZPL-1700 ship. The quest has 8 stages, with the final stage involving killing a tough boss flying the ZPL-1700. |
| CRandomGenerator | |
| CRandomizePitch | Randomize the audio source's pitch. |
| CRealTime | Time class has no timeScale-independent time. This class fixes that. |
| CReferences | |
| CRegeneration | |
| CResetRotation | |
| CSaveNotification | Helper script that makes it possible to register for save game events. |
| CSepiaToneEffect | |
| CSetColorOnSelection | Simple script used by Tutorial 11 that sets the color of the sprite based on the string value. |
| CShip | Ship class extends the Car script (as odd as it may sound!), adding a rotation drag curve that can be used to simulate the ship's sails getting caught in the water. This script also adjusts the ship's center of mass based on the sails, wind and speed. |
| CShipCamera | |
| CShipCameraTarget | Set the camera's target making the camera follow this object. |
| CShipCloth | Ship's cloth material, other than what's used by the sails. |
| CShipFlyingSound | |
| CShipHull | |
| CShipMovementSound | |
| CShipPennant | |
| CShipPropeller | |
| CShipSail | Ship's sail script deforms the sail for cloth animation and sets the material properties before drawing the sails. |
| CShipSteering | |
| CShipwreck | Shipwrecks create random items floating about. |
| CSkillAimedVolley | |
| CSkillAirShip | |
| CSkillBuildLighthouse | |
| CSkillBuildOneLighthouse | |
| CSkillBuildOneTower | |
| CSkillBuildSiege | |
| CSkillBuildStructure | Generic skill that involves placing something onto the terrain. |
| CSkillBuildTower | |
| CSkillBuildTown | Town-building skill. |
| CSkillChainShot | |
| CSkillClearSand | |
| CSkillDeflect | |
| CSkillFog | |
| CSkillHaste | |
| CSkillImprove | |
| CSkillInferno | |
| CSkillMortar | |
| CSkillNormalVolley | |
| CSkillPoison | |
| CSkillRecklessVolley | |
| CSkillRepair | Repair skill is able to repair the units as well as construct buildings. |
| CSkillVolley | |
| CSkillWater | |
| CSpin | Want something to spin? Attach this script to it. Works equally well with rigidbodies as without. |
| CSpinWithMouse | |
| CSplinePath | Visible spline the player can follow. |
| ►CSplineV | |
| CSpringPanel | Similar to SpringPosition, but also moves the panel's clipping. Works in local coordinates. |
| CSpringPosition | Spring-like motion – the farther away the object is from the target, the stronger the pull. |
| CSpriteSelector | Editor component used to display a list of sprites. |
| CSpyglass | |
| CSpymaster | |
| CSSAOEffect | |
| CSteamworks | |
| CSunShafts | |
| CTargetableSkill | |
| CTasharenWater | Tasharen Water – started with the Unity's built-in water, with refraction logic replaced by GrabPass. |
| CTeamManager | Team manager is responsible for keeping a balance of ships in the zone. It will create AI ships to balance out the teams and make the matches fair. |
| CTest | |
| CTNAutoCreate | Instantiate the specified prefab at the game object's position. |
| CTNAutoJoin | Extremely simplified "join a server" functionality. Attaching this script will make it possible to automatically join a remote server when the game starts. It's best to place this script in a clean scene with a message that displays a "Connecting, please wait..." message. |
| CTNAutoJoinError | This tiny script sets the value of a Text Mesh. It's used to replace the "connecting..." text with an error message when connection fails. |
| ►CTNAutoSync | This script makes it really easy to sync some value across all connected clients. Keep in mind that this script should ideally only be used for rapid prototyping. It's still better to create custom to-the-point sync scripts as they will yield better performance. |
| CTNAutoSyncInspector | Inspector class used to view and edit TNAutoSync. |
| CTNBehaviour | If your MonoBehaviour will need to use a TNObject, deriving from this class will make it easier. |
| CTNLobbyClient | Server Lobby Client is an abstract class designed to communicate with the Lobby Server. You should instantiate protocol-specific versions: TNTcpLobbyClient or TNUdpLobbyClient, and you should only have one of them active at a time, not both. |
| CTNManager | Tasharen Network Manager tailored for Unity. |
| CTNObject | Tasharen Network Object makes it possible to easily send and receive remote function calls. Unity networking calls this type of object a "Network View". |
| CTNObjectEditor | |
| CTNServerInstance | Tasharen Network server tailored for Unity. |
| CTNSyncRigidbody | This script makes it easy to sync rigidbodies across the network. Use this script on all the objects in your scene that have a rigidbody and can move as a result of physics-based interaction with other objects. Note that any user-based interaction (such as applying a force of any kind) should still be sync'd via an explicit separate RFC call for optimal results. |
| CTNTcpLobbyClient | TCP-based lobby client, designed to communicate with the TcpLobbyServer. |
| CTNUdpLobbyClient | UDP-based lobby client, designed to communicate with the UdpLobbyServer. |
| CTownResource | Town resource is used to describe buyable/sellable town resources. |
| CTreeInvalidator | |
| CTweenAlpha | Tween the object's alpha. Works with both UI widgets as well as renderers. |
| CTweenAlphaEditor | |
| CTweenBuildingHeight | |
| CTweenColor | Tween the object's color. |
| CTweenColorEditor | |
| CTweenFOV | Tween the camera's field of view. |
| CTweenFOVEditor | |
| CTweenHeight | Tween the widget's size. |
| CTweenHeightEditor | |
| CTweenOrthoSize | Tween the camera's orthographic size. |
| CTweenOrthoSizeEditor | |
| CTweenPosition | Tween the object's position. |
| CTweenPositionEditor | |
| CTweenRotation | Tween the object's rotation. |
| CTweenRotationEditor | |
| CTweenScale | Tween the object's local scale. |
| CTweenScaleEditor | |
| CTweenTransform | Tween the object's position, rotation and scale. |
| CTweenTransformEditor | |
| CTweenVolume | Tween the audio source's volume. |
| CTweenVolumeEditor | |
| CTweenWidth | Tween the widget's size. |
| CTweenWidthEditor | |
| CTwirlEffect | |
| CTypewriterEffect | This script is able to fill in the label's text gradually, giving the effect of someone typing or fading in the content over time. |
| CUI2DSprite | 2D Sprite is capable of drawing sprites added in Unity 4.3. When importing your textures, import them as Sprites and you will be able to draw them with this widget. If you provide a Packing Tag in your import settings, your sprites will get automatically packed into an atlas for you, so creating an atlas beforehand is not necessary. |
| CUI2DSpriteAnimation | Small script that makes it easy to create looping 2D sprite animations. |
| CUI2DSpriteEditor | Inspector class used to edit UITextures. |
| CUIAnchor | This script can be used to anchor an object to the side or corner of the screen, panel, or a widget. |
| CUIAnchorEditor | |
| CUIAtlas | UI Atlas contains a collection of sprites inside one large texture atlas. |
| CUIAtlasInspector | Inspector class used to edit the UIAtlas. |
| ►CUIAtlasMaker | Atlas maker lets you create atlases from a bunch of small textures. It's an alternative to using the external Texture Packer. |
| CUIBasicSprite | Functionality common to both NGUI and 2D sprites brought out into a single common parent. Mostly contains everything related to drawing the sprite. |
| CUIBasicSpriteEditor | Inspector class used to edit UITextures. |
| CUIButton | Similar to UIButtonColor, but adds a 'disabled' state based on whether the collider is enabled or not. |
| CUIButtonActivate | Very basic script that will activate or deactivate an object (and all of its children) when clicked. |
| CUIButtonColor | Simple example script of how a button can be colored when the mouse hovers over it or it gets pressed. |
| CUIButtonColorEditor | |
| CUIButtonEditor | |
| CUIButtonKeys | Deprecated component. Use UIKeyNavigation instead. |
| CUIButtonKeysEditor | |
| CUIButtonMessage | Sends a message to the remote object when something happens. |
| CUIButtonMessageEditor | |
| CUIButtonOffset | Simple example script of how a button can be offset visibly when the mouse hovers over it or it gets pressed. |
| CUIButtonRotation | Simple example script of how a button can be rotated visibly when the mouse hovers over it or it gets pressed. |
| CUIButtonScale | Simple example script of how a button can be scaled visibly when the mouse hovers over it or it gets pressed. |
| ►CUICamera | This script should be attached to each camera that's used to draw the objects with UI components on them. This may mean only one camera (main camera or your UI camera), or multiple cameras if you happen to have multiple viewports. Failing to attach this script simply means that objects drawn by this camera won't receive UI notifications: |
| CUICameraEditor | |
| CUICameraTool | Panel wizard that allows a bird's eye view of all cameras in your scene. |
| CUICenterOnChild | Ever wanted to be able to auto-center on an object within a draggable panel? Attach this script to the container that has the objects to center on as its children. |
| CUICenterOnClick | Attaching this script to an element of a scroll view will make it possible to center on it by clicking on it. |
| CUIChallengeLevel | |
| CUIChat | Stand-alone chat functionality. |
| CUIClickableTarget | Clickable UI targets show up as pop-up buttons above a 3D object. |
| CUICreateHud | Create a new instance of the chosen HUD UI element and associate it with the unit. |
| CUICreateNewUIWizard | UI Creation Wizard. This tool has been made obsolete with NGUI 3.0.6. |
| CUICreateTown | This script is used to show the town creation dialog that prompts the player to name it and displays available resources. |
| CUICreateWidgetWizard | UI Widget Creation Wizard |
| CUIDialogWindow | Very simple accept/decline dialog window shown for quest proposals and such. |
| CUIDisconnectButton | |
| CUIDragCamera | Allows dragging of the camera object and restricts camera's movement to be within bounds of the area created by the rootForBounds colliders. |
| CUIDragDropContainer | |
| CUIDragDropItem | UIDragDropItem is a base script for your own Drag & Drop operations. |
| CUIDragDropRoot | When Drag & Drop event begins in UIDragDropItem, it will re-parent itself to the UIDragDropRoot instead. It's useful when you're dragging something out of a clipped panel: you will want to reparent it before it can be dragged outside. |
| CUIDraggableCamera | Works together with UIDragCamera script, allowing you to drag a secondary camera while keeping it constrained to a certain area. |
| CUIDragObject | Allows dragging of the specified target object by mouse or touch, optionally limiting it to be within the UIPanel's clipped rectangle. |
| CUIDragObjectEditor | |
| CUIDragResize | This script makes it possible to resize the specified widget by dragging on the object this script is attached to. |
| CUIDragScrollView | Allows dragging of the specified scroll view by mouse or touch. |
| CUIDrawCall | This is an internally-created script used by the UI system. You shouldn't be attaching it manually. |
| CUIDrawCallInspector | Inspector class used to view UIDrawCalls. |
| CUIDrawCallViewer | Draw Call Viewer shows a list of draw calls created by NGUI and lets you hide them selectively. |
| CUIEditWorldMap | |
| CUIEventListener | Event Hook class lets you easily add remote event listener functions to an object. Example usage: UIEventListener.Get(gameObject).onClick += MyClickFunction; |
| CUIEventTrigger | Attaching this script to an object will let you trigger remote functions using NGUI events. |
| CUIEventTriggerEditor | |
| CUIFollowTarget | Attaching this script to an object will make it visibly follow another object, even if the two are using different cameras to draw them. |
| CUIFont | UIFont contains everything needed to be able to print text. |
| CUIFontInspector | Inspector class used to view and edit UIFonts. |
| CUIFontMaker | Font maker lets you create font prefabs with a single click of a button. |
| CUIForwardEvents | This script can be used to forward events from one object to another. In most cases you should use UIEventListener script instead. For example: UIEventListener.Get(gameObject).onClick += MyClickFunction; |
| CUIForwardEventsEditor | |
| CUIGameChat | Game-specific chat logic. Facilitates sending and receiving of chat messages. |
| CUIGameKeyBinding | |
| CUIGameMap | Game map expands the Minimap class to add target indicators for units. NOTE: It should be attached to a UI texture that's using a "Minimap UI" shader. |
| CUIGameMapIcon | Game map can have icons on it – this class takes care of coloring the icons properly and animating them when needed. |
| CUIGameTooltip | In-game tooltip – meant for various use. |
| CUIGameUnitHud | |
| CUIGameWindow | Central window manager that is aware of all the sub-windows. This class is necessary because individual windows are all going to be disabled at start. |
| CUIGeometry | Generated geometry class. All widgets have one. This class separates the geometry creation into several steps, making it possible to perform actions selectively depending on what has changed. For example, the widget doesn't need to be rebuilt unless something actually changes, so its geometry can be cached. Likewise, the widget's transformed coordinates only change if the widget's transform moves relative to the panel, so that can be cached as well. In the end, using this class means using more memory, but at the same time it allows for significant performance gains, especially when using widgets that spit out a lot of vertices, such as UILabels. |
| CUIGraphicsLevel | |
| CUIGrid | All children added to the game object with this script will be repositioned to be on a grid of specified dimensions. If you want the cells to automatically set their scale based on the dimensions of their content, take a look at UITable. |
| CUIGridEditor | |
| CUIHudRoot | |
| CUIImageButton | Sample script showing how easy it is to implement a standard button that swaps sprites. |
| CUIImageButtonInspector | Inspector class used to edit UISprites. |
| CUIInput | Input field makes it possible to enter custom information within the UI. |
| CUIInputEditor | |
| CUIInputOnGUI | This class is added by UIInput when it gets selected in order to be able to receive input events properly. The reason it's not a part of UIInput is because it allocates 336 bytes of GC every update because of OnGUI. It's best to only keep it active when it's actually needed. |
| CUIInventoryTab | |
| CUIItemIcon | Used to display items in the inventory. Automatically handles tooltips. |
| CUIItemSlot | Item Slot script is responsible for loading the appropriate item from the player's inventory as well as movement of this item around the inventory via drag & drop. |
| CUIKeyBinding | This class makes it possible to activate or select something by pressing a key (such as space bar for example). |
| CUIKeyNavigation | Attaching this script to a widget makes it react to key events such as tab, up, down, etc. |
| CUIKeyNavigationEditor | |
| CUILabel | |
| CUILabelInspector | Inspector class used to edit UILabels. |
| CUILoadingScreen | Simple loading screen script. Can show or hide the loading screen and update the loading progress indicator. |
| CUILocalize | Simple script that lets you localize a UIWidget. |
| CUILocalizeEditor | |
| CUIMainMenu | |
| CUIMusicVolume | Very simple script that can be attached to a slider and will control the volume of the game's music. |
| CUIOrthoCamera | Convenience script that resizes the camera's orthographic size to match the screen size. This script can be used to create pixel-perfect UI, however it's usually more convenient to create the UI that stays proportional as the screen scales. If that is what you want, you don't need this script (or at least don't need it to be active). |
| CUIPanel | UI Panel is responsible for collecting, sorting and updating widgets in addition to generating widgets' geometry. |
| CUIPanelInspector | Editor class used to view panels. |
| CUIPanelTool | Panel wizard that allows enabling / disabling and selecting panels in the scene. |
| CUIPlayAnimation | Play the specified animation on click. |
| CUIPlayAnimationEditor | |
| CUIPlayButton | Script attached to the "Play" button on the world creation screen. |
| CUIPlayerName | |
| CUIPlayerResource | |
| CUIPlayerSpeed | |
| CUIPlayerStats | |
| CUIPlayerXP | |
| CUIPlaySound | Plays the specified sound. |
| CUIPlayTween | Play the specified tween on click. |
| CUIPlayTweenEditor | |
| CUIPopupList | Popup list can be used to display pop-up menus and drop-down lists. |
| CUIPopupListInspector | Inspector class used to edit UIPopupLists. |
| CUIPrefabTool | Tool that makes it easy to drag prefabs into it to "cache" them for ease of use. |
| CUIProgressBar | Simple progress bar that fills itself based on the specified value. |
| CUIProgressBarEditor | |
| CUIProTip | |
| CUIQuestListing | |
| CUIQuitButton | |
| ►CUIRect | Abstract UI rectangle containing functionality common to both panels and widgets. A UI rectangle contains 4 anchor points (one for each side), and it ensures that they are updated in the proper order. |
| CUIRectEditor | Editor class used to view UIRects. |
| CUIReputation | |
| CUIRoot | This is a script used to keep the game object scaled to 2/(Screen.height). If you use it, be sure to NOT use UIOrthoCamera at the same time. |
| CUIRootEditor | |
| CUISavedOption | Attach this script to a popup list, the parent of a group of toggles, or to a toggle itself to save its state. |
| CUISavePlayerWhenClosed | Used to automatically save the player when the inventory or town screen is closed. |
| CUIScreenshotTools | |
| CUIScrollBar | Scroll bar functionality. |
| CUIScrollBarEditor | |
| CUIScrollView | This script, when attached to a panel turns it into a scroll view. You can then attach UIDragScrollView to colliders within to make it draggable. |
| CUIScrollViewEditor | |
| CUISeed | |
| CUIServerList | |
| CUIServerListEntry | |
| CUISetRandomInt | |
| CUIShipItem | |
| CUIShowProTip | |
| CUISkillBar | List of skills for the playable unit. |
| CUISkillBarItem | |
| CUISkillIcon | This class manages the functionality of skill bar's icons. |
| CUISlider | Extended progress bar that has backwards compatibility logic and adds interaction support. |
| CUISliderColors | This script automatically changes the color of the specified sprite based on the value of the slider. |
| CUISliderEditor | |
| CUISnapshotPoint | |
| CUISnapshotPointEditor | |
| CUISoundVolume | Very simple script that can be attached to a slider and will control the volume of all sounds played via NGUITools.PlaySound, which includes all of UI's sounds. |
| CUISpecializationToggle | |
| CUISpeedIndicator | Player ship movement speed indicator. |
| CUISprite | Sprite is a textured element in the UI hierarchy. |
| CUISpriteAnimation | Very simple sprite animation. Attach to a sprite and specify a common prefix such as "idle" and it will cycle through them. |
| CUISpriteAnimationInspector | Inspector class used to edit UISpriteAnimations. |
| CUISpriteData | |
| CUISpriteInspector | Inspector class used to edit UISprites. |
| CUIStatusBar | |
| CUISteamInfo | |
| CUIStretch | This script can be used to stretch objects relative to the screen's width and height. The most obvious use would be to create a full-screen background by attaching it to a sprite. |
| CUIStretchEditor | |
| CUISummaryRow | |
| CUISummaryScreen | |
| CUITable | All children added to the game object with this script will be arranged into a table with rows and columns automatically adjusting their size to fit their content (think "table" tag in HTML). |
| CUITalent | |
| CUITalentWindow | |
| ►CUITextList | Text list can be used with a UILabel to create a scrollable multi-line text field that's easy to add new entries to. Optimal use: chat window. |
| CUITexture | If you don't have or don't wish to create an atlas, you can simply use this script to draw a texture. Keep in mind though that this will create an extra draw call with each UITexture present, so it's best to use it only for backgrounds or temporary visible widgets. |
| CUITextureInspector | Inspector class used to edit UITextures. |
| CUITexturePacker | |
| CUIToggle | Simple toggle functionality. |
| CUIToggledComponents | Example script showing how to activate or deactivate MonoBehaviours with a toggle. |
| CUIToggledObjects | Example script showing how to activate or deactivate a game object when a toggle's state changes. OnActivate event is sent out by the UIToggle script. |
| CUIToggleInspector | |
| CUITooltip | Example script that can be used to show tooltips. |
| CUITown | Script that manages the town UI. |
| CUITownResource | Used on the town production item prefab to show demand and supply. |
| CUITweener | Base class for all tweening operations. |
| CUITweenerEditor | |
| CUIVersion | |
| CUIViewport | This script can be used to restrict camera rendering to a specific part of the screen by specifying the two corners. |
| CUIWidget | Base class for all UI components that should be derived from when creating new widget types. |
| CUIWidgetContainer | Widget container is a generic type class that acts like a non-resizeable widget when selecting things in the scene view. |
| CUIWidgetContainerEditor | Widget containers are classes that are meant to hold more than one widget inside, but should still be easily movable using the mouse. |
| CUIWidgetInspector | Inspector class used to edit UIWidgets. |
| CUIWindow | This class facilitates an easy way of switching between different windows. Use UIWindow.Show(panel) to show a window and UIWindow.GoBack() to go back to the previous one. |
| CUIWindowButton | |
| CUIWindRing | This script updates the wind factor texture if the controlled ship changes. |
| CUIWorldMap | Used in World Generation to show a map of the world, letting the player choose where to start playing. |
| CUIWorldOptions | |
| CUIWrapContent | This script makes it possible for a scroll view to wrap its content, creating endless scroll views. Usage: simply attach this script underneath your scroll view where you would normally place a UIGrid: |
| CUIWrapContentEditor | |
| CUIZoneControl | |
| CUIZoneInfo | Created by the UIWorldMap for the World Generation screen. |
| CVortexEffect | |
| CWaterBarrel | |
| CWindHaze | Wind Haze script is used to move the wind haze particles using the wind. |
| CWindowAutoYaw | Attaching this script to an object will make it turn as it gets closer to left/right edges of the screen. Look at how it's used in Example 6. |
| CWindowDragTilt | Attach this script to a child of a draggable window to make it tilt as it's dragged. Look at how it's used in Example 6. |
| CWindTrail | Attaching this script to a game object will make it always face away from the wind. |
| CWorldData | Procedurally generated world map for single player. |
| CZoneCreator | |
| CZoneData | Procedurally generated zone for single player. |
1.8.8