Namespace AO
Classes
- AEffect
Base class for effects that can be added to players.
- AOMath
Math functions.
- AllOut
Utility functions
- Asset
Base asset class.
- Assets
Assets is a core engine system to fetch assets
- AudioAsset
Audio asset.
- Box_Collider
Collider component in the shape of a rectangle
- Camera
Functions for working with the game's camera.
- CameraControl
API for taking control of the camera. Default camera behaviour does the following in LateUpdate(): Position = local character position + (0, 0.5)
- Chat
Chat is a core engine system to work with the in game chat.
- Circle_Collider
Collider component in the shape of a circle
- ClientRpc
Client RPC tells All Out that you want to allow this method to be called from the server and replicated to clients. To call an RPC from the server you need to prepend 'CallClient_' to your method name at the call site. Client RPCs run on the server as well.
- Component
Base component class.
- ComponentExtensions
Utility class for component extensions
- Coroutine
Coroutines are a way to run code in a way that mimics parallelism. Coroutines run on the main thread and are ticked every frame.
- Edge_Collider
Collider component in the shape of a line
- Entity
Entities are the base object we work with. They can have components attached to them and can be parented to other entities.
- EntityExtensions
Utility class for entity extensions
- FontAsset
Font asset.
- Game
Game is a core engine system with various utility functions.
- Gif
Gif asset.
- IM
IM (Immediate) is a core engine system to work directly with the rendering system
- Input
Input is a core engine system to work with keyboard and mouse input.
- Interactable
A component that a player can interact with. The interaction will take place on both the client and the server.
- Inventory
Instance of an inventory. Inventories store a collection of item instances. Inventories are automatically saved and synced across the network when modified from the server.
- Item_Definition
Definition of item.
- Item_Instance
Instance of an item.
- Leaderboard
Leaderboard is a core engine system to work with the on screen leaderboard.
- Log
Functions that log to the console or users log files.
- NetSyncAttribute
Mark a component member as network-serialized. If the component's entity is networked, this will automatically serialize and broadcast the value from the server to the client every frame on an unreliable channel.
- Network
Network is a core engine system to with the cross platform networking API.
- Notifications
Notifications is a core engine system to show notifications to the player.
- Physics
Physics is a core engine system to work with the 2D physics system.
- Player
The Player component. You may extend this class to add your own functionality to the player.
- Polygon_Collider
Collider component in an arbitrary polygonal shape
- Prefab
Prefab asset.
- Purchasing
Purchasing is a core engine system to work with in game purchases using Sparks.
- Rigidbody
Component that include the entity in the physics simulation as a rigid body
- SFX
SFX is a core engine system to work with the audio system.
- Save
Save is a core engine system to work with persistent data for the game.
- Scene
Scene is a core engine system to work with entities and components.
- SerializedAttribute
Mark a component member as serialized. This will make it show up in the inspector, saved, and replicated to clients when spawned on the server (Network.Spawn).
- ServerRpc
Server RPC tells All Out that you want to allow this method to be called from clients and replicated to the server. To call an RPC from a client you need to prepend 'CallServer_' to your method name at the call site.
- ShaderAsset
Shader asset.
- SpineInstance
Backing instance of a spine skeleton. See SpineSkeletonAsset.
- SpineSkeletonAsset
Spine skeleton asset.
- Spine_Animator
Component that displays a spine animation. See Assets.SpineSkeletonAsset to load a spine animation.
- Sprite_Renderer
Component that renders a sprite. See Assets.Texture to load a texture.
- StateMachine
State machine
- StreamWriter
A class for reading and writing data to a byte stream. This is used internally for RPC serialization, could be useful for other things.
- SyncVar<T>
SyncVar allows you to keep variables in sync from the server to all clients.
- Texture
Texture asset.
- Time
Time is a core engine system to query time related information.
- UI
UI is a core engine system used to draw UI elements with the immediate mode UI.
Structs
- Inventory.DrawOptions
Fetch an inventory by its id. This is an async request that may be called from the client or server.
- ItemDescription
Description of an item used to dynamically create an Item_Definition
- Physics.RaycastHit
Raycast hit information.
- Purchasing.Product
Product definition.
- Rect
Defines a rectangle in 2D space. Most commonly used for UI layouting.
- SaveEntry
SaveEntry is a struct that represents a key value pair in an ordered set.
- WaitForSeconds
Yield the couroutine for a number of seconds.
Interfaces
Enums
- Body_Type
Rigidbody component type.
- StateMachineTransitionNumericConditionKind
Condition evaluation kind for numeric conditions
- StateMachineVariableKind
Kind of state machine variable