Hexagon
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CHexagon.StateMachine.AbstractTransitionFactory< TFactory, TStateEnum >Serves as a base class for creating transition factories that generate transitions between states in a state machine with specified parameters. Helps providing a fluent pipeline interface for defining transitions
 CHexagon.StateMachine.AbstractTransitionFactory< BlendTransitionFactory< TStateEnum >, TStateEnum >
 CHexagon.StateMachine.BlendTransitionFactory< TStateEnum >
 CHexagon.StateMachine.AbstractTransitionFactory< TransitionFactory< TStateEnum >, TStateEnum >
 CHexagon.StateMachine.TransitionFactory< TStateEnum >
 CBlendTransition
 CHexagon.StateMachine.BlendTransition< TStateEnum >
 CHexagon.StateMachine.ExternalMachineEventBase class for all finite state machine events
 CHexagon.HexAssets
 CHexagon.HexathClass for static math operations
 CHexagon.HexAudioRandomClass for audio random manipulations
 CHexagon.HexCollectionsClass for extensions over collections, such as lists, arrays or IEnumerable-s
 CHexagon.HexColorProvides extension methods for Unity Color and Vector3 types to simplify common color transformations and formatting
 CHexagon.HexDebugClass for easy debug of multiple objects
 CHexagon.HexEasing
 CHexagon.HexEnum
 CHexagon.HexRandom
 CHexagon.HexString
 CHexagon.HexTime
 CHexagon.HexTransform
 CHexagon.HexVectorAxisOpsClass for axis operations for all types of vectors
 CHexagon.HexVectorGeom
 CHexagon.HexVectorMath
 CHexagon.HexVectorOpsClass for general vector operations (multiplication, division, and absolute value) for all vector types
 CHexagon.HexVectorUtilsClass for utility operations involving vectors:

  • Conversion operations
  • Distance functions
  • Nearly equals functions
 CMonoBehaviour
 CHexagon.HexCoroutineRunnerShould be attached to any one object on each scene where Hexagon is used. Provides access to the MonoBehaviour functions such as Coroutines. If this functionality is of no need HexMain may be omitted
 CHexagon.Pool< T >Manages a collection of objects that can be reused, tracking their state via a delegate. This implementation relies on an external function to determine if an object is active or inactive. Operations that search for objects, such as Get() or ViewExistingInactive(out T?), have a performance cost that scales linearly with the total number of items.
See Pool notes Hexagon Pool Notes
 CHexagon.StateMachine.StateBase class for a state within a state machine
 CStateMachine
 CHexagon.StateMachine.StateMachine< TParent >Universal state machine implementaion. see State machine notes for more information
 CTransition
 CHexagon.StateMachine.Transition< TStateEnum >
 CHexagon.StateMachine.BlendTransition< TStateEnum >
 CHexagon.StateMachine.TransitionGroup
 CHexagon.Vector2IntSwizzles
 CHexagon.Vector2Swizzles
 CHexagon.Vector3IntSwizzles
 CHexagon.Vector3Swizzles
 CHexagon.Vector4Swizzles