Windward
Action-adventure RPG available on Steam Early Access
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12345678]
 CUIRect.AnchorPoint
 CApplicationException
 CAttribute
 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.
 CSevenZip.Compression.RangeCoder.BitDecoder
 CSevenZip.Compression.RangeCoder.BitEncoder
 CSevenZip.Compression.RangeCoder.BitTreeDecoder
 CSevenZip.Compression.RangeCoder.BitTreeEncoder
 CBMFontBMFont reader. C# implementation of http://www.angelcode.com/products/bmfont/
 CBMGlyphGlyph structure used by BMFont. For more information see http://www.angelcode.com/products/bmfont/
 CBMSymbolSymbols are a sequence of characters such as ":)" that get replaced with a sprite, such as the smiley face.
 CBuffEntry
 CTNet.BufferThis class merges BinaryWriter and BinaryReader into one.
 CGameTown.Building
 CByteReaderMemoryStream.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.
 CTNet.CachedFuncRemote function calls consist of a method called on some object (such as a MonoBehavior). This method may or may not have an explicitly specified Remote Function ID. If an ID is specified, the function will require less data to be sent across the network as the ID will be sent instead of the function's name.
 CCannonCannons can fire cannonballs.
 CTNet.ChannelA channel contains one or more players. All information broadcast by players is visible by others in the same channel.
 CSevenZip.CRC
 CTNet.Channel.CreatedObject
 CSplineV.CtrlPoint
 CLibNoise.Modfiers.CurveControlPoint
 CLibNoise.Models.CylinderModel that maps the output of a module onto a cylinder.
 CTNet.DatagramSimple datagram container – contains a data buffer and the address of where it came from (or where it's going).
 CTNet.DataNodeData Node is a hierarchical data type containing a name and a value, as well as a variable number of children. Data Nodes can be serialized to and from IO data streams. Think of it as an alternative to having to include a huge 1 MB+ XML parsing library in your project
 CSevenZip.Compression.RangeCoder.Decoder
 CEditor
 CEditorWindow
 CSevenZip.Compression.RangeCoder.Encoder
 CSevenZip.Compression.LZMA.Encoder.LiteralEncoder.Encoder2
 CHUDText.Entry
 CTasharen.DynamicRoot.Entry
 CTasharen.PlayIdleSounds.Entry
 CTNet.ServerList.Entry
 CPlaceTrees.Entry
 CPropertyReferenceDrawer.Entry
 CEventDelegateDelegate callback that Unity can serialize and set via Inspector.
 CTNet.FileServerBase class for Game and Lobby servers capable of saving and loading files.
 CFreeType.FT_BBox
 CFreeType.FT_Bitmap
 CFreeType.FT_FaceRec
 CFreeType.FT_Generic
 CFreeType.FT_Glyph_Metrics
 CFreeType.FT_GlyphSlotRec
 CFreeType.FT_ListRec
 CFreeType.FT_Outline
 CFreeType.FT_Size_Metrics
 CFreeType.FT_SizeRec
 CFreeType.FT_Vector
 CTNet.GameClientClient-side logic.
 CNGUIText.GlyphInfo
 CTNet.IBinarySerializableIf custom or simply more efficient serialization is desired, derive your class from IBinarySerializable. Ideal use case would be to reduce the amount of data sent over the network via RFCs.
 CSevenZip.ICodeProgress
 CSevenZip.ICoder
 CTNet.IDataNodeSerializableImplementing the IDataNodeSerializable interface in your class will make it possible to serialize that class into the Data Node format more efficiently.
 CSevenZip.Compression.LZ.IInWindowStream
 CImageEffectsA Utility class for performing various image based rendering tasks
 CLibNoise.IModule
 CInterpolation
 CNGUIEditorTools.IntVectorStruct type for the integer vector field below.
 CPlaceTrees.Invalidator
 CSevenZip.Compression.LZ.InWindow
 CSevenZip.ISetCoderProperties
 CSevenZip.ISetDecoderProperties
 CSevenZip.IWriteCoderProperties
 CLibNoise.Models.LineModel that maps the output of a module onto a line.
 CTNet.LobbyServerLinkThe game server cannot communicate directly with a lobby server because that server can be TCP or UDP based, and may also be hosted either locally or on another computer. And so we use a different class to "link" them together – the LobbyServerLink. This class will link a game server with a local lobby server.
 CLZMA
 CLibNoise.MathProvides math operations not found in System.Math.
 CMonoBehaviour
 CUICamera.MouseOrTouchAmbiguous mouse, touch, or controller event.
 CNGUIJsonThis class encodes and decodes JSON strings. Spec. details, see http://www.json.org/
 CNGUISelectionTools
 CNGUISettingsUnity 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.
 CSevenZip.Compression.LZ.OutWindow
 CUITextList.Paragraph
 CEventDelegate.ParameterDelegates can have parameters, and this class makes it possible to save references to properties that can then be passed as function arguments, such as transform.position or widget.color.
 CPFNodePathfinding node.
 CPFQueryPathfinding query.
 CLibNoise.Models.PlaneModel that maps the output of a module onto a plane.
 CTNet.PlayerClass containing basic information about a remote player.
 CPostEffectsBase
 CPropertyDrawer
 CPropertyReferenceReference to a specific field or property that can be set via inspector.
 CGameTown.QuestEntry
 CRandomGenerator
 CFOWSystem.Revealer
 CTNet.Channel.RFC
 CTNAutoSync.SavedEntry
 CScriptableWizard
 CTNet.ServerListServer list is a helper class containing a list of servers.
 CSplineV
 CSevenZip.Compression.LZMA.Base.State
 CAIShip.Target
 CTNet.TListGeneric interface with an Add function so that it can be used by the Serializer.
 CTownResourceTown resource is used to describe buyable/sellable town resources.
 CEditorOnly.TownResourcesTown resources has a list of all the raw resources available in the game and the demand/abundance of such resources in the zone. -2 means strong demand -1 means demand 0 means the resource won't be mentioned 1 means resource will be present 2 means resource will be present in abundance
 CProceduralTowns.TownSpot
 CTNet.UdpProtocolUDP class makes it possible to broadcast messages to players on the same network prior to establishing a connection.
 CUIGeometryGenerated 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.
 CUISpriteData
 CUITexturePacker
 CTNet.UPnPUniversal Plug & Play functionality: auto-detect external IP and open external ports. Technically this class would be a fair bit shorter if I had used an XML parser... However I'd rather not, as adding the XML library also adds 1 megabyte to the executable's size in Unity
 CLibNoise.ValueNoiseBasis