Namespace Atlas
Classes
BackEase
BitField
A utility class to aid in working with bit fields
BounceEase
CircularEase
CubicEase
DebugDraw
A system for rendering debug elements in the game view, as well as the scene view. Options to enable in the editor or in standalone builds can be found in the Atlas preferences window.
DebugDrawModifierExtensions
Helpful extension methods to make working with IDebugDrawer more user-friendly
DebugExtensions
Ease
A serializable class for simplifying easing/tweening workflow
EditorGUILayoutUtils
EditorUtils
Effect
Manages activation and destruction of all effect emitters (EffectEmitterBase) that comprise a game effect. Bundling all elements of an effect into one self-contained, reusable package can be make working with effects that contain various components easier, such as audio, particles, haptics, etc.
EffectEmitterBase
Base emitter class to be used with the Effect system
ElasticEase
EnumExtensions
Extension methods for the System.Enum class
Example_InspectorButton
ExponentialEase
GizmoUtils
GUIListener
A singleton class for registering and executing callbacks in Unity's OnGUI. Since simply including the OnGUI method in a UnityEngine.MonoBehaviour will cause undesirable heap allocations, this class is meant to collect those calls into one place, which can be disabled in live builds or even lazily instantiated for rendering debug information only when necessary.
HashCode
A utility class to aid in working with hashcodes
IndexedPriorityQueue<T>
Generic priority queue data structure, providing random access to its elements
InspectorButtonAttribute
Automatically adds a button in the inspector that executes the marked function on click.
LinearEase
MaxValueAttribute
Sets a maximum value for the target field. Automatically prevents assigning a value greater than the specified value when editing the field in the inspector window
MaxValuePropertyDrawer
Handles inspector drawing for MaxValueAttribute
MinValueAttribute
Sets a minimum value for the target field. Automatically prevents assigning a value less than the specified value when editing the field in the inspector window
MinValuePropertyDrawer
Handles inspector drawing for MinValueAttribute
MonoBehaviourEditor
ParticleEffectEmitter
Effect emitter for handling particle effect emissions
PathAttribute
Marks a target string field as a folder path, and automatically provides a button next to the field in the inspector window that opens your system's folder browser
PathAttributePropertyDrawer
Handles inspector drawing for PathAttribute
PrefabPool
PreventEditInInspectorAttribute
Prevents the target field from being edited in the inspector window while still maintaining its visiblity
PreventEditInInspectorPropertyDrawer
Handles inspector drawing for PreventEditInInspectorAttribute
QuadraticEase
QuarticEase
QuinticEase
RangeDrawer
Handles inspector drawing for Range
ScenePathAttribute
Marks the target string field as a scene path, and automatically provides a dropdown in the inspector listing all scenes contained within the project. If the scene has not yet been added to build settings, an inspector warning is displayed with the ability to add it immediately
ScenePathAttributePropertyDrawer
Handles inspector drawing for ScenePathAttribute
ScriptingDefines
Helper class for adding/removing scripting define symbols
Signal
Zero-argument signal
Signal<T>
Single-argument signal
Signal<T1, T2>
Two-argument signal
Signal<T1, T2, T3>
Three-argument signal
Signal<T1, T2, T3, T4>
Four-argument signal
SignalBase<TCommandBase, TAction>
Base signal class that provides a shared listener management for simpler derived signals
SignalManager<TKey>
A simple signal container meant to make dispatching and managing signal listeners across various systems easier
SineEase
SingletonBehavior<TDerived>
Base class that applies the singleton design pattern to a UnityEngine.MonoBehaviour, providing a shared instance of the given type
State
Represents a single state within a IStateMachine
StateMachine
A finite state machine data structure that executes states, and handles switching between them
StateMachineBehavior
The UnityEngine.MonoBehaviour derivative of a StateMachine
Swizzle
TaskScheduler
Handles scheduling and distributing task execution between frames, attempting to balance frame-by-frame execution so one frame isn't heavier than the another.
TransformEditor
Overrides the default Transform editor that adds handy buttons for resetting transform values
TypeExtensions
Extension methods for the System.Type class
UIStack
A stack data structure for management and presentation of UI Panels
VectorExtensions
Structs
BillboardDebugDrawModifier
Causes the modified IDebugDrawer to get rendered facing the given camera
CircleDebugDrawer
Debug circle element
CrossDebugDrawer
Debug cross (X) element
GUIBackgroundColorScope
A handy scope variable that sets UnityEngine.GUI.backgroundColor to the given color, and automatically resets it to its original color when the scope ends
GUIColorScope
A handy scope variable that sets UnityEngine.GUI.color to the given color, and automatically resets it to its original color when the scope ends
GUIContentColorScope
A handy scope variable that sets UnityEngine.GUI.contentColor to the given color, and automatically resets it to its original color when the scope ends
LineDebugDrawer
Debug line element
ProfilerScope
A handy scope variable that starts a UnityEngine.Profiling.Profiler sample, and ends it when the scope ends
Range
Represents a closed mathematical interval of float values
RectangleDebugDrawer
Debug rectangle element
StateLink
A concrete object representing the link from one state to another
TextDebugDrawer
Debug text element
TextIndentHelper
A helper object for making text indentation management easier, particularly when working with code generation
TimedDebugDrawModifier
Causes the modified IDebugDrawer to render for the given amount of time
Timer
Provides a simple interface for measuring elapsed time in seconds
TransformDebugDrawModifier
Transforms the given IDebugDrawer into world space
Interfaces
ICommand
Interface for creating object-based method callbacks
ICommand<T>
Interface for creating object-based method callbacks with a single argument
ICommand<T1, T2>
Interface for creating object-based method callbacks with two argument
ICommand<T1, T2, T3>
Interface for creating object-based method callbacks with three argument
ICommand<T1, T2, T3, T4>
Interface for creating object-based method callbacks with four argument
IDebugDrawer
Interface for debug draw elements
IFixedTickable
A helper for providing a shared interface for updating objects in Unity's FixedUpdate
ILateTickable
A helper for providing a shared interface for updating objects in Unity's LateUpdate
IPoolable
IScheduledTask
Interface for tasks used when scheduling execution
ISignal
IStateLink
Interface for objects that represent links between States in a StateMachine
IStateMachine
ITickable
A helper for providing a shared interface for updating objects
IUIPanel
Interface for UI panels, meant to be used when managed by a UIStack
Enums
AnchorPosition
An enumeration for various types of UI anchoring positions
EaseType
Effect.ActivationEventType
Event defining how the effect will be activated
Effect.DestructionEventType
Event defining how the effect will be destroyed
PathAttribute.Path
Type of path target to represent
PathAttribute.Relativity
Folder path relativity type
TimeScale
Types of time scales used to reference Unity's various UnityEngine.Time methods
UIStack.Transition
Types of panel transitions
Delegates
StateLink.TransitionCondition
The callback for determining whether or not this link's transition condition is satisfied