Inventory Engine v4.2
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MoreMountains.Tools Namespace Reference

Classes

class  AIAction
 Actions are behaviours and describe what your character is doing. More...
class  AIActionPropertyInspector
class  AIActionsList
class  AIBrain
 the AI brain is responsible from going from one state to the other based on the defined transitions. More...
class  AIBrainEditor
class  AIDecision
 Decisions are components that will be evaluated by transitions, every frame, and will return true or false. More...
class  AIState
 A State is a combination of one or more actions, and one or more transitions. More...
struct  AIStateEvent
class  AITransition
 Transitions are a combination of one or more decisions and destination states whether or not these transitions are true or false. More...
class  AITransitionPropertyInspector
class  AITransitionsList
class  Beat
class  DictionaryStringSceneData
 A serializable class used to store scene data, the key is a string (the scene name), the value is a MMPersistencySceneData. More...
class  DictionaryStringString
 A serializable class used to store object data, the key is a string (the object name), the value is a string (the object data) More...
class  EventRegister
 Static class that allows any class to start or stop listening to events. More...
class  FloatController
 A class used to control a float in any other class, over time To use it, simply drag a monobehaviour in its target field, pick a control mode (ping pong or random), and tweak the settings. More...
class  FloatControllerEditor
 Custom editor for the FloatController, conditional hiding and dropdown fill. More...
class  FogSettings
 A simple class used to store fog properties. More...
class  GameObjectExtensions
 Game object extensions. More...
interface  IMMPersistent
 An interface classes that want to be saved by the MMPersistencyManager need to implement. More...
interface  IMMSaveLoadManagerMethod
 An interface to implement save and load using different methods (binary, json, etc) More...
class  LayermaskExtensions
 Layermask Extensions. More...
class  LightController
 A class used to control the intensity of a light. More...
class  ListExtensions
 List extensions. More...
class  MMAchievement
struct  MMAchievementChangedEvent
class  MMAchievementList
 A scriptable object containing a list of achievements. More...
class  MMAchievementListInspector
 Custom inspector for the MMAchievementList scriptable object. More...
class  MMAchievementManager
 This static class is in charge of storing the current state of the achievements, unlocking/locking them, and saving them to data files. More...
class  MMAchievementMenu
class  MMAchievementRules
 That class is meant to be extended to implement the achievement rules specific to your game. More...
struct  MMAchievementUnlockedEvent
 An event type used to broadcast the fact that an achievement has been unlocked. More...
class  MMActivationOnStart
 Use this class to enable or disable other gameobjects automatically on Start or Awake. More...
class  MMAdditiveSceneLoadingManager
 A class to load scenes using a loading screen instead of just the default API This is a new version of the classic LoadingSceneManager (now renamed to MMSceneLoadingManager for consistency) More...
class  MMAdditiveSceneLoadingManagerSettings
 A simple class used to store additive loading settings. More...
class  MMAim
class  MMAnimationCurveGenerator
 This class will let you create and save a .curves asset in the specified path This asset will include curves (anti or not) from the MMTween library, to use anywhere animation curves are required. More...
class  MMAnimationCurves
class  MMAnimationModifier
 Add this script to an animation in Mecanim and you'll be able to control its start position and speed. More...
class  MMAnimationParameter
 A helper class that will hash a animation parameter and update it on demand. More...
class  MMAnimatorExtensions
 Animator extensions. More...
class  MMAnimatorMirror
 This class will let you mirror the behaviour of an Animator's parameters on a Source Animator onto the ones of a Target Animator. More...
class  MMApplicationPlatformActivation
 Add this class to a gameobject, and it'll enable/disable it based on platform context, using Application.platform to detect the platform. More...
class  MMApplicationQuit
 A super simple mono you can add to an object to call its Quit method, which will force the application to quit. More...
class  MMArray
 Array helpers. More...
class  MMArrayExtensions
 Array extensions. More...
class  MMAspectRatioSafeZones
 A class to handle the automatic display of safe zones for the different ratios setup in the inspector. More...
class  MMAspectRatioSafeZonesEditor
 Custom editor for the MMScreenSafeZones component. More...
class  MMAudioAnalyzer
 This component lets you pick an audio source (either global : the whole scene's audio, a unique source, or the microphone), and will cut it into chunks that you can then use to emit beat events, that other objects can consume and act upon. More...
class  MMAudioEvents
class  MMAudioListener
 A simple component that will ensure (if put on ALL audio listeners in your game) that you never see a "There are two audio listeners in the scene" warning again. More...
class  MMAutoDestroyParticleSystem
 Add this class to a ParticleSystem so it auto destroys once it has stopped emitting. More...
class  MMAutoExecution
 This simple class lets you trigger Unity events automatically, on Awake, Enable, Disable, Start, or on instantiate For that last one, you'll want to send a "OnInstantiate" message when instantiating this object. More...
class  MMAutoExecutionItem
 A data class to store auto execution info to be used in MMAutoExecution. More...
class  MMAutoOrderInLayer
 Add this component to an object to have it pick a new order in layer on start, useful to have unique sorting layer numbers. More...
class  MMAutoRotate
 Add this class to a GameObject to make it rotate on itself. More...
class  MMAutoRotateEditor
 Custom editor for the MMAutoRotate component. More...
class  MMBackgroundColorAttribute
class  MMBackgroundColorAttributeDrawer
struct  MMBeatEvent
 An event you can listen to that will get automatically triggered for every remapped beat. More...
class  MMBezierLineRenderer
 Add this class to a line renderer and it'll add control points that let you turn your line into a bezier curve. More...
class  MMBillboard
 Add this class to an object (usually a sprite) and it'll face the camera at all times. More...
class  MMBoundsExtensions
 Bounds helpers. More...
class  MMCameraAspectRatio
 Forces an aspect ratio on a camera. More...
class  MMCameraExtensions
 Camera extensions. More...
class  MMCameraFog
 Add this class to a camera and it will override fog settings when active. More...
class  MMChangeFogColor
 Adds this class to a UnityStandardAssets.ImageEffects.GlobalFog to change its color Why this is not native, I don't know. More...
class  MMCinemachineZone
 An abstract class that lets you define a zone that, when entered, enables a virtual camera, and takes care of all the boilerplate setup. More...
class  MMCinemachineZone3D
 3D Implementation of the CinemachineZone abstract class More...
class  MMCircularList< T >
 A improved list that lets you parse it and automatically have it loop to the start or end when you reach the end or start To use it : set the CurrentIndex to whatever you want, then use IncrementCurrentIndex / DecrementCurrentIndex to move it, get the current element via Current. More...
class  MMCleanEmptyFolders
 A maintenance class that removes all empty directories from a project via a menu item. More...
class  MMCleanupMissingScripts
 This class lets you clean all missing scripts on a selection of gameobjects. More...
class  MMColorAttribute
class  MMColorAttributeDrawer
class  MMColorExtensions
 Color extensions. More...
class  MMColors
 Color helpers. More...
class  MMConditionalActivation
 Add this component to a gameobject, and it'll let you enable target monos after all other targets have been disabled. More...
class  MMConditionAttribute
class  MMConditionAttributeDrawer
class  MMConeOfVision
 This class will create a cone of vision defined by an angle and a distance around a point. More...
class  MMConeOfVision2D
class  MMConeOfVision2DInspector
class  MMConeOfVisionInspector
class  MMConsole
 This class displays an on-screen console for easier debugging DO NOT ADD THIS CLASS AS A COMPONENT. More...
class  MMCooldown
 A class to handle cooldown related properties and their resource consumption over time Remember to initialize it (once) and update it every frame from another class. More...
class  MMCoroutine
class  MMCursorVisible
 Add this class to an object and it'll make sure that the cursor is either visible or invisible. More...
class  MMDButtonPressedEvent
 An event fired when a button gets pressed in a MMDebugMenu. More...
class  MMDCheckboxFalseEvent
class  MMDCheckboxPressedEvent
class  MMDCheckboxTrueEvent
class  MMDebug
 Debug helpers. More...
class  MMDebugController
 Add this class to an empty object in your scene and it'll act as a point of control to enable or disable logs and debug draws. More...
class  MMDebugEditor
 An editor class used to display menu items. More...
class  MMDebugLogCommandArgumentCountAttribute
 An attribute to add to static methods to they can be called via the MMDebugMenu's command line. More...
class  MMDebugLogCommandAttribute
 An attribute to add to static methods to they can be called via the MMDebugMenu's command line. More...
struct  MMDebugMenuButtonEvent
 An event used to broadcast button events from a MMDebugMenu. More...
class  MMDebugMenuButtonEventListener
 A class used to listen to button events from a MMDebugMenu. More...
struct  MMDebugMenuCheckboxEvent
 An event used to broadcast checkbox events from a MMDebugMenu. More...
class  MMDebugMenuCheckboxEventListener
 A class used to listen to events from a MMDebugMenu's checkbox. More...
class  MMDebugMenuCommands
 Command lines to be run from the MMDebugMenu To add new ones, add the [MMDebugLogCommand] attribute to any static method. More...
struct  MMDebugMenuSliderEvent
 An event used to broadcast slider events from a MMDebugMenu. More...
class  MMDebugMenuSliderEventListener
 A class used to listen to slider events from a MMDebugMenu. More...
class  MMDebugTouchDisplay
 Add this class to a canvas and it'll automatically reposition TouchPrefabs at the position of touches You can set a higher TouchProvision if your game gets more than the default number (6) simultaneous touches Disable/enable this mono for it to stop/work. More...
class  MMDelayParticles
 MM delay particles. More...
class  MMDictionaryExtensions
 Dictionary extensions. More...
class  MMDontDestroyOnLoad
 Add this component to an object and it'll persist across scenes. More...
class  MMDropdownAttribute
class  MMDropdownAttributeDrawer
class  MMDSliderValueChangedEvent
class  MMEmmiterReceiver
 This component lets you very easily have one property drive the value of another property. More...
class  MMEnumConditionAttribute
 An attribute to conditionnally hide fields based on the current selection in an enum. More...
class  MMEnumConditionAttributeDrawer
interface  MMEventListener< T >
 A public interface you'll need to implement for each type of event you want to listen to. More...
interface  MMEventListenerBase
 Event listener basic interface. More...
class  MMEventListenerWrapper< TOwner, TTarget, TEvent >
class  MMEventManager
 This class handles event management, and can be used to broadcast events throughout the game, to tell one class (or many) that something's happened. More...
class  MMExecutionOrderAttribute
 Add this attribute to a class and its Execution Order will be changed to the value specified in parameters Usage : [ExecutionOrder(66)]. More...
class  MMFaceDirection
 Use this script to have a Transform automatically face a certain direction, whether its own movement direction, or a specific target Transform. More...
struct  MMFadeEvent
 Events used to trigger faders on or off. More...
struct  MMFadeInEvent
struct  MMFadeOutEvent
class  MMFader
 The Fader class can be put on an Image, and it'll intercept MMFadeEvents and turn itself on or off accordingly. More...
class  MMFaderDirectional
 The Fader class can be put on an Image, and it'll intercept MMFadeEvents and turn itself on or off accordingly. More...
class  MMFaderRound
 The Fader class can be put on an Image, and it'll intercept MMFadeEvents and turn itself on or off accordingly. More...
struct  MMFadeStopEvent
 An event used to stop fades. More...
class  MMFloatExtensions
 Float extensions. More...
class  MMFollowTarget
 Add this component to an object and it'll get moved towards the target at update, with or without interpolation based on your settings. More...
class  MMForceDestroyInPlayMode
 This class will automatically destroy the object when entering play mode, and will destroy it again when exiting play mode. More...
class  MMFPSUnlock
 Add this component to any object and it'll set the target frame rate and vsync count. More...
struct  MMGameEvent
 MMGameEvents are used throughout the game for general game events (game started, game ended, life lost, etc.) More...
class  MMGameEventListener
 Add this component to an object, and it'll let you easily trigger UnityEvents when the event of the specified name is triggered. More...
class  MMGeometry
 A helper class to handle geometry related operations. More...
class  MMGizmo
 Add this component to an object and it'll let you display a gizmo for its position or collider, and an optional text. More...
class  MMGizmoEditor
 a custom editor for the MMGizmo component More...
class  MMGridGenerator
class  MMGridGeneratorFull
 Generates a grid of the specified size, either entirely full or empty. More...
class  MMGridGeneratorPath
 Generates a grid with a path in the specified direction. More...
class  MMGridGeneratorPerlinNoise
 Generates a grid of the specified size based on a seeded perlin noise, the smaller the seed, the blockier the grid. More...
class  MMGridGeneratorPerlinNoiseGround
 Generates a grid with a ground floor. More...
class  MMGridGeneratorRandom
 Generates a simple grid filled with random points. More...
class  MMGridGeneratorRandomWalk
 Generates a grid with a path carved by a drunkard walk algorithm See http://pcg.wikidot.com/pcg-algorithm:drunkard-walk. More...
class  MMGridGeneratorRandomWalkAvoider
 Generates a grid with a path carved by a drunkard walk algorithm that will avoid another grid's walls. More...
class  MMGridGeneratorRandomWalkGround
 Uses random walk to generate a ground with controlled elevation. More...
class  MMGroupSelection
 A class used to add a menu item and a shortcut to group objects together under a parent game object. More...
class  MMGUI
class  MMGyroCam
 A class used to store gyro properties per camera. More...
class  MMGyroParallax
 Add this class to a camera rig (an empty object), bind some Cinemachine virtual cameras to it, and they'll move around the specified object as your gyro powered device moves. More...
class  MMGyroscope
class  MMHealthBar
 Add this component to an object and it will show a healthbar above it You can either use a prefab for it, or have the component draw one at the start. More...
class  MMHelpers
 Various helpers. More...
class  MMHiddenAttribute
class  MMHiddenAttributeDrawer
class  MMHiddenPropertiesAttribute
class  MMImage
 Image helpers. More...
class  MMInformationAttribute
class  MMInput
 Input helpers. More...
class  MMInputExecution
 A simple class used to bind target keys to specific events to trigger when the key is pressed or released. More...
class  MMInputExecutionBinding
 A class used to store MMInputExecution bindings, associating a target keycode to UnityEvents. More...
class  MMInspectorButtonAttribute
class  MMInspectorButtonBarAttribute
class  MMInspectorGroupAttribute
 An attribute used to group inspector fields under common dropdowns Implementation inspired by Rodrigo Prinheiro's work, available at https://github.com/RodrigoPrinheiro/unityFoldoutAttribute. More...
class  MMInspectorGroupData
struct  MMInterval< T >
interface  MMIStateMachine
 Public interface for the state machine. More...
class  MMLayer
class  MMLayerPropertyDrawer
class  MMLayers
class  MMLineRendererCircle
class  MMLineRendererDriver
 This component, added to a line renderer, will let you fill a list of transforms, and bind their positions to the linerenderer's positions. More...
class  MMLoadScene
 Add this component on an object, specify a scene name in its inspector, and call LoadScene() to load the desired scene. More...
class  MMLockInspector
 A simple class that lets you lock the current inspector by pressing ctrl (or cmd) + L Pressing the same shortcut again unlocks the. More...
class  MMLoot< T >
 A class defining the contents of a MMLootTable. More...
class  MMLootFloat
 a MMLoot implementation for floats More...
class  MMLootGameObject
 a MMLoot implementation for gameobjects More...
class  MMLootString
 a MMLoot implementation for strings More...
class  MMLootTable< T, V >
 A loot table helper that can be used to randomly pick objects out of a weighted list This design pattern was described in more details by Daniel Cook in 2014 in his blog : https://lostgarden.home.blog/2014/12/08/loot-drop-tables/. More...
class  MMLootTableFloat
 A MMLootTable implementation for floats. More...
class  MMLootTableGameObject
 A MMLootTable implementation for GameObjects. More...
class  MMLootTableGameObjectSO
 A scriptable object containing a MMLootTable definition for game objects. More...
class  MMLootTableString
 A MMLootTable implementation for strings. More...
class  MMMaths
 Math helpers. More...
class  MMMenuHelp
 This class adds a MoreMountains entry in Unity's top menu, allowing to enable/disable the help texts from the engine's inspectors. More...
class  MMMeshToPolygonCollider2D
 A class that lets you create polygon collider 2D out of mesh filters. More...
class  MMMonoBehaviour
class  MMMonoBehaviourFieldInfo
class  MMMonoBehaviourUITKEditor
class  MMMovement
 Movement helpers. More...
class  MMMultipleObjectPooler
 This class allows you to have a pool of various objects to pool from. More...
class  MMMultipleObjectPoolerObject
 Multiple object pooler object. More...
class  MMNavMeshAreaMaskAttribute
class  MMObjectBounds
class  MMObjectPool
class  MMObjectPooler
 A base class, meant to be extended depending on the use (simple, multiple object pooler), and used as an interface by the spawners. More...
struct  MMObservable< T >
 This struct lets you declare observable properties. More...
class  MMObservableDemoObserver
 A test class used to demonstrate the MMObservable in the MMObservableTest demo scene. More...
class  MMObservableDemoObserverAutoSleep
 A test class used to demonstrate the MMObservable pattern in the MMObservableDemo scene This one disables itself on Awake, and passively listens for changes, even when disabled. More...
class  MMObservableDemoSubject
 A test class used to demonstrate how MMObservable works in the MMObservableTest demo scene. More...
class  MMOffsetAnimation
 Use this class to offset an animation by a random range. More...
class  MMOnMouse
 Attach this class to a collider and it'll let you trigger events when the user clicks/drags/enters/etc that collider. More...
class  MMOpenURL
 A class used to open a URL specified in its inspector. More...
class  MMOrbitalCamera
 A class used to make a camera orbit around a target. More...
class  MMPanningTexture
 Use this class on a sprite or mesh to have its texture pan according to the specified speed You can also force a sorting layer name. More...
class  MMParallaxUI
 Use this class to bind a number of UI layers to the movements of a mouse cursor, or a mobile device gyroscope, or even have it be piloted by another script By setting different speed/amplitude values for each of your UI layers, you'll be able to create a nice parallax effect. More...
class  MMParentingOnStart
 This component lets you parent the transform you put it on to any target parent (or to the root if none is set), on Awake, Start or anytime you call its Parent() method. More...
class  MMPath
 Add this component to an object and you'll be able to define a path, that can then be used by another component. More...
class  MMPathMovement
 Add this component to an object and it'll be able to move along a path defined from its inspector. More...
class  MMPathMovementElement
 This class describes a node on an MMPath. More...
class  MMPeriodicExecution
 This class will let you trigger a OnRandomInterval event periodically, at random intervals. More...
struct  MMPersistenceEvent
 A data structure used to store persistence event data. More...
class  MMPersistenceManager
 Add this component to a scene and it'll let you save and load the state of objects that implement the IMMPersistent interface You can create your own classes that implement this interface, or use the MMPersistent class that comes with this package It will save their transform data (position, rotation, scale) and their active state Triggering save and load is done via events, and the manager also emits events every time data is loaded or saved. More...
class  MMPersistenceManagerData
 A serializable class used to store all the data for a persistence manager, a collection of scene datas. More...
class  MMPersistenceSceneData
 A serializable class used to store all the data for a scene, a collection of object datas. More...
class  MMPersistent
 A persistent class that can save the essential parts of an object : its transform data (position, rotation, scale) and its active state This inherits from MMPersistentBase and implements the IMMPersistent interface It's a good example of how to implement the interface's OnSave and OnLoad methods. More...
class  MMPersistentBase
 A base class implementing the IMMPersistent interface, designed to be extended This mostly takes care of the GUID generation and validation. More...
class  MMPersistentHumbleSingleton< T >
 Persistent humble singleton, basically a classic singleton but will destroy any other older components of the same type it finds on awake. More...
class  MMPersistentSingleton< T >
 Persistent singleton. More...
class  MMPlatformActivation
 Add this class to a gameobject, and it'll enable/disable it based on platform context, using conditional defintions to do so. More...
class  MMPlaylist
 Use this class to play audiosources (usually background music but feel free to use that for anything) in sequence, with optional crossfade between songs. More...
struct  MMPlaylistChangeEvent
struct  MMPlaylistNewSongStartedEvent
struct  MMPlaylistPauseEvent
struct  MMPlaylistPitchMultiplierEvent
struct  MMPlaylistPlayEvent
 This class stores all the info related to items in a playlist. More...
struct  MMPlaylistPlayIndexEvent
struct  MMPlaylistPlayNextEvent
struct  MMPlaylistPlayPreviousEvent
class  MMPlaylistRemote
 A class used to pilot a MMPlaylist. More...
class  MMPlaylistSong
struct  MMPlaylistStopEvent
struct  MMPlaylistVolumeMultiplierEvent
class  MMPlotter
class  MMPlotterAxis
class  MMPlotterEditor
 A custom editor displaying a foldable list of MMFeedbacks, a dropdown to add more, as well as test buttons to test your feedbacks at runtime. More...
class  MMPlotterGenerator
class  MMPoolableObject
 Add this class to an object that you expect to pool from an objectPooler. More...
class  MMPositionRecorder
 Add this class on a Transform, and it'll record its position periodically The Positions array can then be read from anywhere to know where that object was in the past. More...
class  MMPreventPassingThrough
 Prevents fast moving objects from going through colliders by casting a ray backwards after each movement. More...
class  MMPreventPassingThrough3D
 Prevents fast moving objects from going through colliders by casting a ray backwards after each movement. More...
class  MMProgressBar
 Add this bar to an object and link it to a bar (possibly the same object the script is on), and you'll be able to resize the bar object based on a current value, located between a min and max value. More...
class  MMProgressBarDemoAuto
class  MMProperty
class  MMPropertyEmitter
 A class used to pick a property, and remap its value for emission/broadcast. More...
class  MMPropertyEmitterDrawer
 A class, meant to be extended, used to control a MMProperty and get/set its value. More...
class  MMPropertyLinkBool
 Bool property setter. More...
class  MMPropertyLinkColor
 Color property setter. More...
class  MMPropertyLinkFloat
 Float property setter. More...
class  MMPropertyLinkInt
 Int property setter. More...
class  MMPropertyLinkQuaternion
 Quaternion property setter. More...
class  MMPropertyLinkString
 String property setter. More...
class  MMPropertyLinkVector2
 Vector2 property setter. More...
class  MMPropertyLinkVector3
 Vector3 property setter. More...
class  MMPropertyLinkVector4
class  MMPropertyPicker
 A class used to pick a property on a target object / component / scriptable object. More...
class  MMPropertyPickerDrawer
class  MMPropertyReceiver
 A class used to pick a property and modify its value. More...
class  MMPropertyReceiverDrawer
class  MMRadioBroadcaster
 A class used to broadcast a level to MMRadioReceiver(s), either directly or via events It can read from pretty much any value on any class. More...
struct  MMRadioLevelEvent
 A struct event used to broadcast the level to channels. More...
class  MMRadioReceiver
 A class used to receive level values from a MMRadioBroadcaster, and apply it to (almost) any value on any object. More...
class  MMRadioSignal
 A class used to define a signal, meant to be broadcasted by a MMRadioBroadcaster It'll output a Level value to broadcast, using one time, persistent or driven modes
Meant to be extended. More...
class  MMRadioSignalAudioAnalyzer
 A class used to expose a beat level from a target MMAudioAnalyzer, to be broadcasted by a MMAudioBroadcaster. More...
class  MMRadioSignalEditor
class  MMRadioSignalGenerator
 A class used to generate signals, normalized values between 0 and 1 You can then use these values from a MMRadioBroadcaster, or simply evaluate its value to use wherever you want, like a supercharged animation curve. More...
class  MMRadioSignalGeneratorEditor
class  MMRadioSignalGeneratorItem
 A class used to store generator items and their properties. More...
class  MMRadioSignalGeneratorItemList
 A reorderable list type used to store generator items. More...
class  MMRadioSignalOnValueChange
class  MMRagdoller
 Use this class to pilot a ragdoll on a character that is usually driven by an animator and have it fall elegantly If you have parts of your ragdoll that you don't want to be affected by this script (a weapon for example), just add a MMRagdollerIgnore component to them. More...
class  MMRagdollerIgnore
 Add this class to objects you'd like to be unaffected by the MMRagdoller (like weapons for example) More...
class  MMRandomBoundsInstantiator
 This class lets you randomly spawn objects within its bounds (defined by a 3D collider) More...
class  MMRandomInstantiator
 Add this class to an empty object, bind a few prefabs into its RandomPool slots, and it'll instantiate one of them at its position/rotation on Start or Awake You can also call its InstantiateRandomObject method at any time, and it'll instantiate another random object on demand, potentially destroying the previous one if you decide so. More...
class  MMReadOnlyAttribute
class  MMReadOnlyAttributeDrawer
class  MMReadOnlyWhenPlayingAttribute
class  MMRectTransformExtensions
 RectTransform extensions. More...
class  MMReferencedScriptableObject< T >
 Auto-referenced ScriptableObject instances of type T An example usage for ReferenceHolder<T> that can be used with any class type. More...
struct  MMReferenceHolder< T >
class  MMRendererLayerEditor
class  MMRendererSortingLayer
class  MMReorderableArray< T >
class  MMReorderableAttributeAttribute
class  MMReorderableList
class  MMRequiresConstantRepaintAttribute
class  MMRequiresConstantRepaintOnlyWhenPlayingAttribute
class  MMRigidbodyCenterOfMass
 Add this class to a Rigidbody or Rigidbody2D to be able to edit its center of mass from the inspector directly. More...
class  MMRigidbodyInterface
 This class acts as an interface to allow the demo levels to work whether the environment (colliders, rigidbodies) are set as 2D or 3D. More...
class  MMRuntimeParticleControl
 Add this class to a particle system at runtime, and it'll expose controls to play/pause/stop it from the inspector Because Unity's built-in controls somehow lack pause when in play mode. More...
class  MMSaveLoadManager
 Allows the save and load of objects in a specific folder and file. More...
class  MMSaveLoadManagerEncrypter
 This class implements methods to encrypt and decrypt streams. More...
class  MMSaveLoadManagerMethod
 This component, on Awake or on demand, will force a SaveLoadMethod on the MMSaveLoadManager, changing the way it saves data to file. More...
class  MMSaveLoadManagerMethodBinary
 This save load method saves and loads files as binary files. More...
class  MMSaveLoadManagerMethodBinaryEncrypted
 This save load method saves and loads files as encrypted binary files. More...
class  MMSaveLoadManagerMethodJson
class  MMSaveLoadManagerMethodJsonEncrypted
class  MMSaveLoadMenu
 Adds a dedicated Tools menu into the top bar More Mountains entry to delete all saved data. More...
class  MMSaveLoadTester
 A simple class used in the MMSaveLoadTestScene to test the MMSaveLoadManager class. More...
class  MMSaveLoadTestObject
 A test object to store data to test the MMSaveLoadManager class. More...
class  MMScene
 Scene management helpers. More...
class  MMSceneLoadingAntiSpill
 This helper class, meant to be used by the MMAdditiveSceneLoadingManager, creates a temporary scene to store objects that might get instantiated, and empties it in the destination scene once loading is complete. More...
class  MMSceneLoadingManager
 A class to load scenes using a loading screen instead of just the default API This class used to be known as LoadingSceneManager, and has now been renamed to MMSceneLoadingManager for consistency. More...
class  MMSceneLoadingSpeedInterval
 A class used to define different interpolation speeds for specific progress intervals. More...
class  MMSceneRestarter
 This component lets you restart a scene by pressing a key. More...
class  MMSceneViewIcon
 Add this class to a gameobject and it'll display its name on the scene view, selected or not. More...
class  MMScreenshot
 Add this class to an empty game object in your scene and it'll let you take screenshots (meant to be used in Editor) More...
class  MMScreenshotEditor
class  MMSelectionBase
 Add this component to an object and it'll always get selection in scene view, even if you select one of its children. More...
class  MMSerializableDictionary< TKey, TValue >
 A serializable dictionary implementation, as Unity still can't serialize Dictionaries natively. More...
class  MMSerializedPropertyExtensions
 Serialized property extensions. More...
struct  MMSfxEvent
 A struct used to trigger sounds. More...
class  MMShufflebag< T >
 A class to use to get more controlled randomness, taking values out of the bag randomly, and never getting them again. More...
class  MMSignal
 This class lets you output the value corresponding to one of the basic signal types it contains. More...
class  MMSimpleObjectPooler
 A simple object pool outputting a single type of objects. More...
class  MMSingleton< T >
 Singleton pattern. More...
class  MMSMPlaylist
class  MMSMPlaylistManager
class  MMSMPlaylistSong
 A definition of a song, a part of a MMSM Playlist. More...
class  MMSoundManager
 A simple yet powerful sound manager, that will let you play sounds with an event based approach and performance in mind. More...
struct  MMSoundManagerAllSoundsControlEvent
 This event will let you pause/play/stop/free all sounds playing through the MMSoundManager at once. More...
class  MMSoundManagerAudioPool
 This class manages an object pool of audiosources. More...
struct  MMSoundManagerEvent
 This event will let you trigger a save/load/reset on the MMSoundManager settings. More...
struct  MMSoundManagerPlayOptions
 A class used to store options for MMSoundManager play. More...
class  MMSoundManagerSettings
 This class stores MMSoundManager settings and lets you tweak them from the MMSoundManagerSettingsSO's inspector. More...
class  MMSoundManagerSettingsSO
 A class to save sound settings (music on or off, sfx on or off) More...
struct  MMSoundManagerSound
 A simple struct used to store information about the sounds played by the MMSoundManager. More...
struct  MMSoundManagerSoundControlEvent
 An event used to control a specific sound on the MMSoundManager. More...
struct  MMSoundManagerSoundFadeEvent
 This event will let you pause. More...
struct  MMSoundManagerSoundPlayEvent
 This event will let you play a sound on the MMSoundManager. More...
struct  MMSoundManagerTrackEvent
 This feedback will let you mute, unmute, play, pause, stop, free or set the volume of a selected track. More...
struct  MMSoundManagerTrackFadeEvent
 This event will let you order the MMSoundManager to fade an entire track's sounds' volume towards the specified FinalVolume. More...
class  MMSpawnAround
 This static class is a spawn helper, useful to randomize position, rotation and scale when you need to instantiate objects. More...
class  MMSpawnAroundProperties
 This class is used to describe spawn properties, to be used by the MMSpawnAround class. More...
class  MMSpawnAroundTester
 A tester class used to show how the MMSpawnAround class can be used. More...
class  MMSpeedTest
 Use this class to run performance tests in your code. More...
struct  MMSpeedTestItem
 A struct to store data associated to speed tests. More...
class  MMSquashAndStretch
 This component will automatically update scale and rotation Put it one level below the top, and have the model one level below that Hierarchy should be as follows : More...
struct  MMStateChangeEvent< T >
class  MMStateMachine< T >
 StateMachine manager, designed with simplicity in mind (as simple as a state machine can be anyway). More...
class  MMStayInPlace
 This class forces a transform to stay at a fixed position, rotation and/or scale. More...
class  MMStopMotionAnimation
class  MMString
 String helpers. More...
class  MMTilemap
 A collection of helper methods for interacting with Tilemaps. More...
class  MMTilemapBoolean
class  MMTilemapCleaner
 A super simple component you can add to a tilemap to get a button to clean it from all tiles. More...
class  MMTilemapGeneratorLayer
 A class used to store and edit the data of MMTilemapGenerator layers, which you can use and combine to generate unique and random grids. More...
class  MMTilemapGeneratorLayerList
 A class used to display a reoderable list of MMTilemapGeneratorLayers. More...
class  MMTilemapGridRenderer
class  MMTime
 Time helpers. More...
class  MMTimedActivation
 Add this component to an object and it'll be auto destroyed X seconds after its Start() More...
class  MMTimedDestruction
 Add this component to an object and it'll be auto destroyed X seconds after its Start() More...
class  MMToggleActive
 This very simple class simply exposes a method to toggle the GameObject it's on (or a target one if left empty in the inspector) active or inactive. More...
class  MMTouchControls
class  MMTrailRendererLayerEditor
class  MMTrailRendererSortingLayer
class  MMTransformRandomizer
 Add this component to an object to randomize its position/rotation/scale on demand or automatically. More...
class  MMTransformRandomizerEditor
 Custom editor for the MMTransformRandomizer class. More...
class  MMTriggerAndCollision
class  MMTriggerAndCollisionEditor
class  MMTriggerAndCollisionFilter
class  MMTriggerFilter
class  MMTween
 The formulas described here are (loosely) based on Robert Penner's easing equations http://robertpenner.com/easing/. More...
class  MMTweenDefinitions
class  MMTweenType
class  MMTweenTypeDrawer
class  MMTwoSidedUI
 This class lets you define an axis on which to flip a "two sided" UI element (made of two separate and usually aligned objects, effectively turning each side on/off everytime the container's scale goes above/below a certain threshold. More...
class  MMUIFollowMouse
 This component will let you have a UI object follow the mouse position. More...
class  MMUIToolkit
class  MMVector2Extensions
 Vector2 extensions. More...
class  MMVector3Extensions
 Vector3 Extensions. More...
class  MMVector4Extensions
 Vector4 Extensions. More...
class  MMVectorAttribute
class  MMVectorLabelsAttributeDrawer
class  MMViewportEdgeTeleporter
 Add this class to an object and it will automatically teleport to the other end of the screen when reaching the screen's edges. More...
class  MMVisibleParticle
 Adds this class to particles to force their sorting layer. More...
class  MonoAttribute
class  ObjectBoundsEditor
class  PeaksSaver
 A static class used to save / load peaks once they've been computed. More...
class  PlatformBindings
 A class used to store bindings. More...
class  ProgressEvent
class  RagdollBodyPart
 A class used to store ragdoll body parts informations. More...
class  Ratio
 A class to store ratio display info. More...
class  RectExtensions
 Rect extensions. More...
class  RendererExtensions
 Renderer extensions. More...
class  ReorderableDrawer
class  SceneViewIconEditor
 This class adds names for each LevelMapPathElement next to it on the scene view, for easier setup. More...
class  SelectionBase
 Add this component to an object and it'll always get selection in scene view, even if you select one of its children. More...
class  SerializedMMAchievement
 A serializable class used to store an achievement into a save file. More...
class  SerializedMMAchievementManager
 Serializable MM achievement manager. More...
class  TransformController
 A simple class used to control properties on a transform. More...
class  TransformExtensions
 Transform extensions. More...

Enumerations

enum  TriggerAndCollisionMask {
  IgnoreAll = 0 , OnTriggerEnter = 1 << 0 , OnTriggerStay = 1 << 1 , OnTriggerExit = 1 << 2 ,
  OnCollisionEnter = 1 << 3 , OnCollisionStay = 1 << 4 , OnCollisionExit = 1 << 5 , OnTriggerEnter2D = 1 << 6 ,
  OnTriggerStay2D = 1 << 7 , OnTriggerExit2D = 1 << 8 , OnCollisionEnter2D = 1 << 9 , OnCollisionStay2D = 1 << 10 ,
  OnCollisionExit2D = 1 << 11 , OnAnyTrigger3D = OnTriggerEnter | OnTriggerStay | OnTriggerExit , OnAnyCollision3D = OnCollisionEnter | OnCollisionStay | OnCollisionExit , OnAnyTrigger2D = OnTriggerEnter2D | OnTriggerStay2D | OnTriggerExit2D ,
  OnAnyCollision2D = OnCollisionEnter2D | OnCollisionStay2D | OnCollisionExit2D , OnAnyTrigger = OnAnyTrigger3D | OnAnyTrigger2D , OnAnyCollision = OnAnyCollision3D | OnAnyCollision2D , All_3D = OnAnyTrigger3D | OnAnyCollision3D ,
  All_2D = OnAnyTrigger2D | OnAnyCollision2D , All = All_3D | All_2D
}
enum  MMBackgroundAttributeColor {
  Red , Pink , Orange , Yellow ,
  Green , Blue , Violet , White
}
enum  MMSoundManagerAllSoundsControlEventTypes {
  Pause , Play , Stop , Free ,
  FreeAllButPersistent , FreeAllLooping
}
enum  MMSoundManagerEventTypes { SaveSettings , LoadSettings , ResetSettings , SettingsLoaded }
enum  MMSoundManagerSoundControlEventTypes { Pause , Resume , Stop , Free }
enum  MMSoundManagerTrackEventTypes {
  MuteTrack , UnmuteTrack , SetVolumeTrack , PlayTrack ,
  PauseTrack , StopTrack , FreeTrack
}
enum  MMPoolingMethods { OriginalOrder , OriginalOrderSequential , RandomBetweenObjects , RandomPoolSizeBased }
 The various methods you can pull objects from the pool with. More...
enum  MMPersistenceEventType { DataSavedToMemory , DataLoadedFromMemory , DataSavedFromMemoryToFile , DataLoadedFromFileToMemory }
 The various types of persistence events that can be triggered by the MMPersistencyManager. More...
enum  MMSaveLoadManagerMethods { Json , JsonEncrypted , Binary , BinaryEncrypted }
 The possible methods to save and load files to and from disk available in the MMSaveLoadManager. More...
enum  MMTweenDefinitionTypes { MMTween , AnimationCurve }
enum  AchievementTypes { Simple , Progress }
 This achievement system supports 2 types of achievements : simple (do something > get achievement), and progress based (jump X times, kill X enemies, etc). More...

Enumeration Type Documentation

◆ AchievementTypes

This achievement system supports 2 types of achievements : simple (do something > get achievement), and progress based (jump X times, kill X enemies, etc).

Enumerator
Simple 
Progress 

◆ MMBackgroundAttributeColor

Enumerator
Red 
Pink 
Orange 
Yellow 
Green 
Blue 
Violet 
White 

◆ MMPersistenceEventType

The various types of persistence events that can be triggered by the MMPersistencyManager.

Enumerator
DataSavedToMemory 
DataLoadedFromMemory 
DataSavedFromMemoryToFile 
DataLoadedFromFileToMemory 

◆ MMPoolingMethods

The various methods you can pull objects from the pool with.

Enumerator
OriginalOrder 
OriginalOrderSequential 
RandomBetweenObjects 
RandomPoolSizeBased 

◆ MMSaveLoadManagerMethods

The possible methods to save and load files to and from disk available in the MMSaveLoadManager.

Enumerator
Json 
JsonEncrypted 
Binary 
BinaryEncrypted 

◆ MMSoundManagerAllSoundsControlEventTypes

Enumerator
Pause 
Play 
Stop 
Free 
FreeAllButPersistent 
FreeAllLooping 

◆ MMSoundManagerEventTypes

Enumerator
SaveSettings 
LoadSettings 
ResetSettings 
SettingsLoaded 

◆ MMSoundManagerSoundControlEventTypes

Enumerator
Pause 
Resume 
Stop 
Free 

◆ MMSoundManagerTrackEventTypes

Enumerator
MuteTrack 
UnmuteTrack 
SetVolumeTrack 
PlayTrack 
PauseTrack 
StopTrack 
FreeTrack 

◆ MMTweenDefinitionTypes

Enumerator
MMTween 
AnimationCurve 

◆ TriggerAndCollisionMask

Enumerator
IgnoreAll 
OnTriggerEnter 
OnTriggerStay 
OnTriggerExit 
OnCollisionEnter 
OnCollisionStay 
OnCollisionExit 
OnTriggerEnter2D 
OnTriggerStay2D 
OnTriggerExit2D 
OnCollisionEnter2D 
OnCollisionStay2D 
OnCollisionExit2D 
OnAnyTrigger3D 
OnAnyCollision3D 
OnAnyTrigger2D 
OnAnyCollision2D 
OnAnyTrigger 
OnAnyCollision 
All_3D 
All_2D 
All