Tanks Multiplayer  1.4
Classes | Enumerations
TanksMP Namespace Reference

Classes

class  AboutEditor
 
class  AudioManager
 Handles playback of background music, 2D and 3D one-shot clips during the game. Makes use of the PoolManager for activating 3D AudioSources at desired world positions. More...
 
class  BotSpawner
 Responsible for spawning AI bots when in offline mode, otherwise gets disabled. More...
 
class  Bullet
 Projectile script for player shots with collision/hit logic. More...
 
class  Collectible
 Base class for all derived Collectibles (health, shields, etc.) consumed or carried around. Extend this to create highly customized Collectible with specific functionality. More...
 
struct  CollectibleState
 Custom class used for storing Collectible states across the network in a SyncListStruct. More...
 
class  CollectibleTeam
 Custom Collectible implementation for scene owned (unassigned) or team owned items. E.g. allowing for 'Rambo' pickups, Capture the Flag items etc. More...
 
class  CollectibleZone
 Component that acts as an area to trigger collection of CollectibleTeam items. E.g. necessary for team bases in Capture The Flag mode. Needs a Collider to trigger. More...
 
class  DontDestroyManager
 Script that makes child objects non-destroyable on scene changes. Only keeps one instance (the same) across the whole game. More...
 
class  Encryptor
 Encrypts strings passed in by using a set obfuscation key as well as the unique identifier of the running device. Used for storing in-app purchases. More...
 
class  FollowTarget
 Camera script for following the player or a different target transform. Extended with ability to hide certain layers (e.g. UI) while in "follow mode". More...
 
class  GameManager
 Manages game workflow and provides high-level access to networked logic during a game. It manages functions such as team fill, scores and ending a game, but also video ad results. More...
 
class  IAPProduct
 Describes an in-app purchase product that can be bought by using Unity IAP. Contains several UI elements and logic for selecting/deselecting. More...
 
class  IAPProductRestore
 Simple script to handle restoring purchases on iOS. Restoring purchases is a requirement by Apple and your app will be rejected if you do not provide it. More...
 
class  JoinMessage
 The client message constructed for the add player request to the server. You can extend this class to send more data at the point of joining a match. More...
 
class  NetworkDiscoveryCustom
 Custom implementation of the Unity Networking NetworkDiscovery class. This script auto-joins matches found in the local area network on discovery. More...
 
class  NetworkManagerCustom
 Custom implementation of the Unity Networking NetworkManager class. This script is responsible for connecting to the Matchmaker, spawning players and handling disconnects. More...
 
class  NetworkMigrationManagerCustom
 Custom implementation of the Unity Networking NetworkMigrationManager class. This script is responsible for handling host disconnects and ensuring that a client takes over the connection. More...
 
class  ObjectSpawner
 Manages network-synced spawning of prefabs, in this case collectibles and powerups. With the respawn time synced on all clients it supports host migration too. More...
 
class  ParticleColor
 Modifies the starting color of a particle system to the color passed in. This is used on the player death particles to match the player's team color. More...
 
class  Player
 Networked player class implementing movement control and shooting. Contains both server and client logic in an authoritative approach. More...
 
class  PlayerBot
 Implementation of AI bots by overriding methods of the Player class. More...
 
class  PluginSetup
 
class  Pool
 Child class interacting and managed by the PoolManager. Handles all internal spawning/despawning of active/inactive instances. More...
 
class  PoolManager
 This class provides networked object pooling functionality and stores all Pool references. Spawning and despawning is handled by calling the corresponding methods, but there are also methods for creating Pools at runtime or destroying all gameobjects in a Pool completely. More...
 
class  PoolParticle
 When attached to an gameobject containing ParticleSystems, handles automatic despawn after the maximum particle duration. More...
 
class  PoolTimeObject
 Stores properties used on timed deactivation of instances. More...
 
class  PowerupBullet
 Custom powerup implementation for changing the player's bullet. More...
 
class  PowerupHealth
 Custom powerup implementation for adding player health points. More...
 
class  PowerupShield
 Custom powerup implementation for adding player shield points. More...
 
class  PrefsKeys
 List of all keys saved on the user's device, be it for settings or selections. More...
 
class  ReviewWindowEditor
 
class  SyncListCollectible
 Custom class derived from SyncListStruct for our buffered list of CollectibleState values. More...
 
class  Team
 Defines properties of a team. More...
 
class  UIBillboard
 Orientates the gameobject this script is attached to to always face the camera. More...
 
class  UIGame
 UI script for all elements, team events and user interactions in the game scene. More...
 
class  UIJoystick
 Joystick component for controlling player movement and actions using Unity UI events. There can be multiple joysticks on the screen at the same time, implementing different callbacks. More...
 
class  UIMain
 UI script for all elements, settings and user interactions in the menu scene. More...
 
class  UIRestartButton
 This script is attached to a runtime-generated gameobject in the game scene, taken over to the intro scene to directly request starting a new multiplayer game. More...
 
class  UnityAdsManager
 Manager handling the full workflow of showing video ads, reacting to completed/failed video views and resulting events. Implements a custom, percentage based chance for showing ads. Using Unity Ads. More...
 
class  UnityAnalyticsManager
 Manager fo tracking user actions in-game and sending them to further processing or visualization of events triggered by players, using Unity Analytics. More...
 
class  UnityIAPManager
 Manager handling the full in-app purchase workflow, granting purchases and catching errors using Unity IAP. More...
 

Enumerations

enum  ScoreType { Kill, Capture }
 Defines the types that could grant points to players or teams. Used in the AddScore() method for filtering. More...
 
enum  GameMode { TDM, CTF }
 Available game modes selected per scene. Used in the AddScore() method for filtering. More...
 
enum  NetworkMode { Online, LAN, Offline }
 Network Mode selection for preferred network type. More...
 
enum  CollectionType { Use, Pickup }
 Collectible type used on the ObjectSpawner, to define whether the item is consumed or picked up. More...
 

Enumeration Type Documentation

enum CollectionType
strong

Collectible type used on the ObjectSpawner, to define whether the item is consumed or picked up.

Enumerator
Use 
Pickup 
enum GameMode
strong

Available game modes selected per scene. Used in the AddScore() method for filtering.

Enumerator
TDM 

Team Deathmatch

CTF 

Capture The Flag

enum NetworkMode
strong

Network Mode selection for preferred network type.

Enumerator
Online 
LAN 
Offline 
enum ScoreType
strong

Defines the types that could grant points to players or teams. Used in the AddScore() method for filtering.

Enumerator
Kill 
Capture