Windward
Action-adventure RPG available on Steam Early Access
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
 NEditorOnly
 NLibNoise
 NSevenZip
 NTasharen
 NTNet
 CActiveAnimationMainly 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
 CAIShipAI controller for ships.
 CAnimatedAlphaMakes it possible to animate alpha of the widget or a panel.
 CAnimatedColorMakes it possible to animate a color of the widget.
 CAnimatedWidgetMakes it possible to animate the widget's width and height using Unity's animations.
 CAntialiasingAsPostEffect
 CApplySoundVolume
 CAreaEffect
 CAttachableAbstract 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
 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.
 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
 CBuoyancyAttaching 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.
 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.
 CCannonCannons can fire cannonballs.
 CCapturable
 CCapturableBuilding
 CCapturableTown
 CCaptureIndicatorCapture indicators show up around units that can be captured, making them easier to identify.
 CChatInputVery simple example of how to use a TextList with a UIInput for chat.
 CClickableTargetNGUI-event using clickable renderer. Attach to something with a collider.
 CColorCorrectionCurves
 CColorCorrectionEffect
 CCombatSpecialist
 CComponentSelectorEditorGUILayout.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
 CCreatePlayerCreatePlayer is responsible for the creation of the player's GamePlayer object.
 CCreateTerrain
 CDebuffDefense-Defense on hit, applied by cannonballs.
 CDelayedEnable
 CDepthOfField34
 CDepthOfFieldScatter
 CDownloadTextureSimple script that shows how to download a remote texture and assign it to be used by a UITexture.
 CDummyRCC
 CEdgeDetectEffectNormals
 CEffectEffect is an abstract class that has alternating behaviours. Poison, burning, haste, wind tunnel – all of these should derive from this class.
 CEnvelopContentExample script that resizes the widget it's attached to in order to envelop the target content.
 CEventDelegateDelegate callback that Unity can serialize and set via Inspector.
 CEventDelegateDrawerDraws a single event delegate. Contributed by Adam Byrd.
 CExampleDragDropItem
 CExampleDragDropSurfaceSimple 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
 CExplosionParticlesOne-shot script that plays a particle emitter, seeing as there seems to be some issue with having them play on enable.
 CExplosiveBarrel
 CExplosiveMine
 CExplosiveProjectile
 CFactionIndicatorFaction indicators show up around ships while they are in combat, making them easier to identify.
 CFishSchoolEditor
 CFloatingLootA crate or a barrel containing loot. Can be picked up by the player.
 CFlock
 CFlockChild
 CFogEffect
 CFollowCameraLookAt
 CFollowTarget
 CFOWColor
 CFOWImageEffectFog of War requires 3 things in order to work:
 CFOWRenderersAdding 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.
 CFOWRevealerFog of War requires 3 things in order to work:
 CFOWSystemFog of War requires 3 things in order to work:
 CGameAirShip
 CGameAudioGame Audio – will automatically follow the target and persist from one scene to another.
 CGameBloom
 CGameBuilding
 CGameChatGlobally accessible game chat that exists at all times. Chat windows can subscribe to its delegates in order to receive messages.
 CGameCloudGame Cloud script controls the movement of the clouds in the game.
 CGameConfigAll 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.
 CGameDockAll towns have a dock where ships can spawn.
 CGameLightSource
 CGameMusicGeneric class capable of playing looping music segments.
 CGamePlayerEach new player to enter the channel creates a GamePlayer object. The GamePlayer is what actually creates the appropriate ship.
 CGamePlayerEditor
 CGameRootRoot for all objects that will be added programmatically.
 CGameShip
 CGameShipEditor
 CGameSkillBase class for a usable skill. All user environment interaction is done via skills.
 CGameSunThis script adjusts the sun's animation based on the world time.
 CGameTargetTarget that follows the mouse. Doesn't respond to events.
 CGameTownA town is a dynamically grown cluster of buildings.
 CGameUnitAbstract game unit class.
 CGameUnitFireManages visible unit fires that get created and destroyed according to the unit's health.
 CGameUnitFOWGameUnit FOW script extends the FOW revealer to take different teams into consideration.
 CGameWindControllable wind direction and strength.
 CGameWorldGenerate the world using the provided values.
 CGameZoneZone-related functionality, such as automatically saving and restoring the Fog of War.
 CGlobalManagerGlobal 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
 CGunnerCrewCannons script allow the unit the ability to fire at its enemies.
 CHUDTextHUD text creates temporary on-screen text entries that are perfect for damage, effects, and messages.
 CImageEffectBase
 CImageEffectsA Utility class for performing various image based rendering tasks
 CImprovedTrail
 CInfernoEffect
 CInterpolation
 CKeepAtSeaLevel
 CLagPositionAttach to a game object to make its position always lag behind its parent as the parent moves.
 CLagRotationAttach to a game object to make its rotation always lag behind its parent as the parent rotates.
 CLanguageSelectionTurns the popup list it's attached to into a language selection list.
 CLanternEffect
 CLighthouse
 CLoadLevelOnClick
 CLookAtTargetAttaching 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
 CMergeMeshesAttaching 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
 CMouseControlMakes it possible to steer and move the ship with the mouse.
 CNamedIntTrivial string-int pair, with an optional space for a hash of the name.
 CNGUIDebugThis class is meant to be used only internally. It's like Debug.Log, but prints using OnGUI to screen instead.
 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.
 CNGUITransformInspector
 CNoiseEffect
 COpenURLOnClick
 CPaintTerrainScript used to paint the terrain.
 CPanWithMousePlacing this script on the game object will make that game object pan with mouse movement.
 CPathfindingGeneric pathfinding algorithm.
 CPauseWhenEnabled
 CPFNodePathfinding node.
 CPFObstaclePathfinding obstacle that blocks a single node – can be static or moving.
 CPFQueryPathfinding query.
 CPFVisualizationScript that can be used to visualize a path from point A to point B.
 CPickupItems
 CPlaceAmbiance
 CPlaceShipWrecksThis is an editor script that will place shipwrecks on the terrain.
 CPlaceTreesThis is an editor script that will place trees on the terrain.
 CPlayerItemA generic item class.
 CPlayerPathArrow pointer is a visible target indicator showing up in the game.
 CPlayIdleAnimationsAttach 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
 CProceduralTownsThis script samples the procedural terrain and creates towns.
 CProjectileProjectile script is attached to objects that deal damage to the player. Actual damage is applied inside the GameUnit class.
 CPropertyBindingProperty binding lets you bind two fields or properties so that changing one will update the other.
 CPropertyBindingEditor
 CPropertyReferenceReference to a specific field or property that can be set via inspector.
 CPropertyReferenceDrawerGeneric property binding drawer.
 CQuestQuest is an abstract attachable component that references an entry in the player's Quest log.
 CQuestCaptureCapture some target.
 CQuestColonists
 CQuestDefendDefend a town from an invading pirate.
 CQuestDeliverySimple delivery quest from one town to another.
 CQuestDiscoverSimple discover quest. Get close to the target unit and the quest completes.
 CQuestLighthouse
 CQuestMigrantsSimple delivery quest from one town to another.
 CQuestMigrants2Simple delivery quest from one town to another.
 CQuestPirateDefeat a randomly created pirate.
 CQuestRaidDefend a town from an entire raid of invading pirates. This is a very difficult quest.
 CQuestSmallBoss
 CQuestSubdueQuest to go capture a pirate and escort him back to town.
 CQuestTower
 CQuestTradeLets the player buy a specific resource in town at a discounted price.
 CQuestWreck
 CQuestZPLQuest 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
 CRandomizePitchRandomize the audio source's pitch.
 CRealTimeTime class has no timeScale-independent time. This class fixes that.
 CReferences
 CRegeneration
 CResetRotation
 CSaveNotificationHelper script that makes it possible to register for save game events.
 CSepiaToneEffect
 CSetColorOnSelectionSimple script used by Tutorial 11 that sets the color of the sprite based on the string value.
 CShipShip 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
 CShipCameraTargetSet the camera's target making the camera follow this object.
 CShipClothShip's cloth material, other than what's used by the sails.
 CShipFlyingSound
 CShipHull
 CShipMovementSound
 CShipPennant
 CShipPropeller
 CShipSailShip's sail script deforms the sail for cloth animation and sets the material properties before drawing the sails.
 CShipSteering
 CShipwreckShipwrecks create random items floating about.
 CSkillAimedVolley
 CSkillAirShip
 CSkillBuildLighthouse
 CSkillBuildOneLighthouse
 CSkillBuildOneTower
 CSkillBuildSiege
 CSkillBuildStructureGeneric skill that involves placing something onto the terrain.
 CSkillBuildTower
 CSkillBuildTownTown-building skill.
 CSkillChainShot
 CSkillClearSand
 CSkillDeflect
 CSkillFog
 CSkillHaste
 CSkillImprove
 CSkillInferno
 CSkillMortar
 CSkillNormalVolley
 CSkillPoison
 CSkillRecklessVolley
 CSkillRepairRepair skill is able to repair the units as well as construct buildings.
 CSkillVolley
 CSkillWater
 CSpinWant something to spin? Attach this script to it. Works equally well with rigidbodies as without.
 CSpinWithMouse
 CSplinePathVisible spline the player can follow.
 CSplineV
 CSpringPanelSimilar to SpringPosition, but also moves the panel's clipping. Works in local coordinates.
 CSpringPositionSpring-like motion – the farther away the object is from the target, the stronger the pull.
 CSpriteSelectorEditor component used to display a list of sprites.
 CSpyglass
 CSpymaster
 CSSAOEffect
 CSteamworks
 CSunShafts
 CTargetableSkill
 CTasharenWaterTasharen Water – started with the Unity's built-in water, with refraction logic replaced by GrabPass.
 CTeamManagerTeam 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
 CTNAutoCreateInstantiate the specified prefab at the game object's position.
 CTNAutoJoinExtremely 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.
 CTNAutoJoinErrorThis tiny script sets the value of a Text Mesh. It's used to replace the "connecting..." text with an error message when connection fails.
 CTNAutoSyncThis 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.
 CTNAutoSyncInspectorInspector class used to view and edit TNAutoSync.
 CTNBehaviourIf your MonoBehaviour will need to use a TNObject, deriving from this class will make it easier.
 CTNLobbyClientServer 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.
 CTNManagerTasharen Network Manager tailored for Unity.
 CTNObjectTasharen Network Object makes it possible to easily send and receive remote function calls. Unity networking calls this type of object a "Network View".
 CTNObjectEditor
 CTNServerInstanceTasharen Network server tailored for Unity.
 CTNSyncRigidbodyThis 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.
 CTNTcpLobbyClientTCP-based lobby client, designed to communicate with the TcpLobbyServer.
 CTNUdpLobbyClientUDP-based lobby client, designed to communicate with the UdpLobbyServer.
 CTownResourceTown resource is used to describe buyable/sellable town resources.
 CTreeInvalidator
 CTweenAlphaTween the object's alpha. Works with both UI widgets as well as renderers.
 CTweenAlphaEditor
 CTweenBuildingHeight
 CTweenColorTween the object's color.
 CTweenColorEditor
 CTweenFOVTween the camera's field of view.
 CTweenFOVEditor
 CTweenHeightTween the widget's size.
 CTweenHeightEditor
 CTweenOrthoSizeTween the camera's orthographic size.
 CTweenOrthoSizeEditor
 CTweenPositionTween the object's position.
 CTweenPositionEditor
 CTweenRotationTween the object's rotation.
 CTweenRotationEditor
 CTweenScaleTween the object's local scale.
 CTweenScaleEditor
 CTweenTransformTween the object's position, rotation and scale.
 CTweenTransformEditor
 CTweenVolumeTween the audio source's volume.
 CTweenVolumeEditor
 CTweenWidthTween the widget's size.
 CTweenWidthEditor
 CTwirlEffect
 CTypewriterEffectThis script is able to fill in the label's text gradually, giving the effect of someone typing or fading in the content over time.
 CUI2DSprite2D 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.
 CUI2DSpriteAnimationSmall script that makes it easy to create looping 2D sprite animations.
 CUI2DSpriteEditorInspector class used to edit UITextures.
 CUIAnchorThis script can be used to anchor an object to the side or corner of the screen, panel, or a widget.
 CUIAnchorEditor
 CUIAtlasUI Atlas contains a collection of sprites inside one large texture atlas.
 CUIAtlasInspectorInspector class used to edit the UIAtlas.
 CUIAtlasMakerAtlas maker lets you create atlases from a bunch of small textures. It's an alternative to using the external Texture Packer.
 CUIBasicSpriteFunctionality common to both NGUI and 2D sprites brought out into a single common parent. Mostly contains everything related to drawing the sprite.
 CUIBasicSpriteEditorInspector class used to edit UITextures.
 CUIButtonSimilar to UIButtonColor, but adds a 'disabled' state based on whether the collider is enabled or not.
 CUIButtonActivateVery basic script that will activate or deactivate an object (and all of its children) when clicked.
 CUIButtonColorSimple example script of how a button can be colored when the mouse hovers over it or it gets pressed.
 CUIButtonColorEditor
 CUIButtonEditor
 CUIButtonKeysDeprecated component. Use UIKeyNavigation instead.
 CUIButtonKeysEditor
 CUIButtonMessageSends a message to the remote object when something happens.
 CUIButtonMessageEditor
 CUIButtonOffsetSimple example script of how a button can be offset visibly when the mouse hovers over it or it gets pressed.
 CUIButtonRotationSimple example script of how a button can be rotated visibly when the mouse hovers over it or it gets pressed.
 CUIButtonScaleSimple example script of how a button can be scaled visibly when the mouse hovers over it or it gets pressed.
 CUICameraThis 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
 CUICameraToolPanel wizard that allows a bird's eye view of all cameras in your scene.
 CUICenterOnChildEver 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.
 CUICenterOnClickAttaching this script to an element of a scroll view will make it possible to center on it by clicking on it.
 CUIChallengeLevel
 CUIChatStand-alone chat functionality.
 CUIClickableTargetClickable UI targets show up as pop-up buttons above a 3D object.
 CUICreateHudCreate a new instance of the chosen HUD UI element and associate it with the unit.
 CUICreateNewUIWizardUI Creation Wizard. This tool has been made obsolete with NGUI 3.0.6.
 CUICreateTownThis script is used to show the town creation dialog that prompts the player to name it and displays available resources.
 CUICreateWidgetWizardUI Widget Creation Wizard
 CUIDialogWindowVery simple accept/decline dialog window shown for quest proposals and such.
 CUIDisconnectButton
 CUIDragCameraAllows dragging of the camera object and restricts camera's movement to be within bounds of the area created by the rootForBounds colliders.
 CUIDragDropContainer
 CUIDragDropItemUIDragDropItem is a base script for your own Drag & Drop operations.
 CUIDragDropRootWhen 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.
 CUIDraggableCameraWorks together with UIDragCamera script, allowing you to drag a secondary camera while keeping it constrained to a certain area.
 CUIDragObjectAllows dragging of the specified target object by mouse or touch, optionally limiting it to be within the UIPanel's clipped rectangle.
 CUIDragObjectEditor
 CUIDragResizeThis script makes it possible to resize the specified widget by dragging on the object this script is attached to.
 CUIDragScrollViewAllows dragging of the specified scroll view by mouse or touch.
 CUIDrawCallThis is an internally-created script used by the UI system. You shouldn't be attaching it manually.
 CUIDrawCallInspectorInspector class used to view UIDrawCalls.
 CUIDrawCallViewerDraw Call Viewer shows a list of draw calls created by NGUI and lets you hide them selectively.
 CUIEditWorldMap
 CUIEventListenerEvent Hook class lets you easily add remote event listener functions to an object. Example usage: UIEventListener.Get(gameObject).onClick += MyClickFunction;
 CUIEventTriggerAttaching this script to an object will let you trigger remote functions using NGUI events.
 CUIEventTriggerEditor
 CUIFollowTargetAttaching this script to an object will make it visibly follow another object, even if the two are using different cameras to draw them.
 CUIFontUIFont contains everything needed to be able to print text.
 CUIFontInspectorInspector class used to view and edit UIFonts.
 CUIFontMakerFont maker lets you create font prefabs with a single click of a button.
 CUIForwardEventsThis 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
 CUIGameChatGame-specific chat logic. Facilitates sending and receiving of chat messages.
 CUIGameKeyBinding
 CUIGameMapGame 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.
 CUIGameMapIconGame map can have icons on it – this class takes care of coloring the icons properly and animating them when needed.
 CUIGameTooltipIn-game tooltip – meant for various use.
 CUIGameUnitHud
 CUIGameWindowCentral 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.
 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.
 CUIGraphicsLevel
 CUIGridAll 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
 CUIImageButtonSample script showing how easy it is to implement a standard button that swaps sprites.
 CUIImageButtonInspectorInspector class used to edit UISprites.
 CUIInputInput field makes it possible to enter custom information within the UI.
 CUIInputEditor
 CUIInputOnGUIThis 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
 CUIItemIconUsed to display items in the inventory. Automatically handles tooltips.
 CUIItemSlotItem 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.
 CUIKeyBindingThis class makes it possible to activate or select something by pressing a key (such as space bar for example).
 CUIKeyNavigationAttaching this script to a widget makes it react to key events such as tab, up, down, etc.
 CUIKeyNavigationEditor
 CUILabel
 CUILabelInspectorInspector class used to edit UILabels.
 CUILoadingScreenSimple loading screen script. Can show or hide the loading screen and update the loading progress indicator.
 CUILocalizeSimple script that lets you localize a UIWidget.
 CUILocalizeEditor
 CUIMainMenu
 CUIMusicVolumeVery simple script that can be attached to a slider and will control the volume of the game's music.
 CUIOrthoCameraConvenience 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).
 CUIPanelUI Panel is responsible for collecting, sorting and updating widgets in addition to generating widgets' geometry.
 CUIPanelInspectorEditor class used to view panels.
 CUIPanelToolPanel wizard that allows enabling / disabling and selecting panels in the scene.
 CUIPlayAnimationPlay the specified animation on click.
 CUIPlayAnimationEditor
 CUIPlayButtonScript attached to the "Play" button on the world creation screen.
 CUIPlayerName
 CUIPlayerResource
 CUIPlayerSpeed
 CUIPlayerStats
 CUIPlayerXP
 CUIPlaySoundPlays the specified sound.
 CUIPlayTweenPlay the specified tween on click.
 CUIPlayTweenEditor
 CUIPopupListPopup list can be used to display pop-up menus and drop-down lists.
 CUIPopupListInspectorInspector class used to edit UIPopupLists.
 CUIPrefabToolTool that makes it easy to drag prefabs into it to "cache" them for ease of use.
 CUIProgressBarSimple progress bar that fills itself based on the specified value.
 CUIProgressBarEditor
 CUIProTip
 CUIQuestListing
 CUIQuitButton
 CUIRectAbstract 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.
 CUIRectEditorEditor class used to view UIRects.
 CUIReputation
 CUIRootThis 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
 CUISavedOptionAttach this script to a popup list, the parent of a group of toggles, or to a toggle itself to save its state.
 CUISavePlayerWhenClosedUsed to automatically save the player when the inventory or town screen is closed.
 CUIScreenshotTools
 CUIScrollBarScroll bar functionality.
 CUIScrollBarEditor
 CUIScrollViewThis 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
 CUISkillBarList of skills for the playable unit.
 CUISkillBarItem
 CUISkillIconThis class manages the functionality of skill bar's icons.
 CUISliderExtended progress bar that has backwards compatibility logic and adds interaction support.
 CUISliderColorsThis script automatically changes the color of the specified sprite based on the value of the slider.
 CUISliderEditor
 CUISnapshotPoint
 CUISnapshotPointEditor
 CUISoundVolumeVery 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
 CUISpeedIndicatorPlayer ship movement speed indicator.
 CUISpriteSprite is a textured element in the UI hierarchy.
 CUISpriteAnimationVery simple sprite animation. Attach to a sprite and specify a common prefix such as "idle" and it will cycle through them.
 CUISpriteAnimationInspectorInspector class used to edit UISpriteAnimations.
 CUISpriteData
 CUISpriteInspectorInspector class used to edit UISprites.
 CUIStatusBar
 CUISteamInfo
 CUIStretchThis 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
 CUITableAll 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
 CUITextListText 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.
 CUITextureIf 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.
 CUITextureInspectorInspector class used to edit UITextures.
 CUITexturePacker
 CUIToggleSimple toggle functionality.
 CUIToggledComponentsExample script showing how to activate or deactivate MonoBehaviours with a toggle.
 CUIToggledObjectsExample 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
 CUITooltipExample script that can be used to show tooltips.
 CUITownScript that manages the town UI.
 CUITownResourceUsed on the town production item prefab to show demand and supply.
 CUITweenerBase class for all tweening operations.
 CUITweenerEditor
 CUIVersion
 CUIViewportThis script can be used to restrict camera rendering to a specific part of the screen by specifying the two corners.
 CUIWidgetBase class for all UI components that should be derived from when creating new widget types.
 CUIWidgetContainerWidget container is a generic type class that acts like a non-resizeable widget when selecting things in the scene view.
 CUIWidgetContainerEditorWidget containers are classes that are meant to hold more than one widget inside, but should still be easily movable using the mouse.
 CUIWidgetInspectorInspector class used to edit UIWidgets.
 CUIWindowThis 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
 CUIWindRingThis script updates the wind factor texture if the controlled ship changes.
 CUIWorldMapUsed in World Generation to show a map of the world, letting the player choose where to start playing.
 CUIWorldOptions
 CUIWrapContentThis 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
 CUIZoneInfoCreated by the UIWorldMap for the World Generation screen.
 CVortexEffect
 CWaterBarrel
 CWindHazeWind Haze script is used to move the wind haze particles using the wind.
 CWindowAutoYawAttaching 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.
 CWindowDragTiltAttach 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.
 CWindTrailAttaching this script to a game object will make it always face away from the wind.
 CWorldDataProcedurally generated world map for single player.
 CZoneCreator
 CZoneDataProcedurally generated zone for single player.