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KeepCoding.md

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KeepCoding Namespace

Classes
ArrayHelper Extension methods surrounding System.Array static methods to make code a bit shorter.
AudioScript Encapsulates an AudioSource and scales it with the game's volume using SFXVolume and MusicVolume.
CacheableBehaviour A UnityEngine.MonoBehaviour with additional caching capabilities.
ColorblindInfo Contains information about the colorblind mod's info, this class can be used to deserialize "ColorblindMode.json".
ComponentPool A ComponentPool is a collection of Module Types. The generator will pick Count times from this list and instantiate a component of the chosen type.
ConsecutiveGroup<TItem,TKey> Encapsulates information about a group generated by GroupConsecutive<TItem>(IEnumerable<TItem>, IEqualityComparer<TItem>) and its overloads.
CustomComparer<T> Encapsulates an System.Collections.Generic.IComparer<> that uses a comparison function provided as a delegate.
CustomEqualityComparer<T> Encapsulates an System.Collections.Generic.IEqualityComparer<> that uses an equality comparison function provided as a delegate.
EventHelper KMFramework extension methods that makes it easier to assign multiple events to a variable in one statement.
Game Allows access into the game's internal code.
Game.KTInputManager Allows access relating to how the game is being interacted with.
Game.MasterAudio Allows access relating to the game's main master channel for audio.
Game.Mission Allows access relating to the current mission.
Game.ModManager Allows access to methods relating mod paths.
Game.PlayerSettings Allows access into the player settings from the game. Do not use this class in the unity editor.
GeneratorSetting Everything needed to generate a single bomb.
Helper General extension class.
KeyHelper Inline methods for when typically key words are used.
Logger A class to allow logging with a specific format.
ModConfig<TSerialize> Meant for information that needs to be deserialized within the mod settings folder, by samfundev.
ModInfo Contains information about the mod's info, this class can be used to deserialize every mod's "modInfo.json".
ModuleContainer Contains and encapsulates both solvable and needy modules, in both modded and vanilla forms.
ModuleScript Base class for solvable and needy modded modules in Keep Talking and Nobody Explodes.
MonoRandom A pseudo-random number generator that is primarily used to get multiple platforms to share the same random number generator.
PathManager Allows loading external information stored on the module. Default values are returned either when run on the editor or when an System.IO.IOException and similar occur. The default values are specified in the remarks of each method.
Profiler Times your code and runs a method after Dispose() runs.
Record<T,TThis> Defines a reference type that provides built-in functionality for encapsulating data.
Routine Advanced coroutine handler.
Routine<T> Advanced coroutine handler.
Routine<T1,T2> Advanced coroutine handler.
Routine<T1,T2,T3> Advanced coroutine handler.
Routine<T1,T2,T3,T4> Advanced coroutine handler.
Sound Class meant to encapsulate all types of sound effects KMAudio uses. Currently used in ModuleScript.
StrictRecord<T,TThis> Defines a reference type that provides built-in functionality for encapsulating data.
StringifyFormat Specfies a format for Stringify<T>(T, StringifyFormat).
TPScript<TModule> Base class for TwitchPlays support for solvable and needy modded modules in Keep Talking and Nobody Explodes.
Tuple<T> A basic tuple type that encapsulates members as properties.
Tuple<T1,T2> A basic tuple type that encapsulates members as properties.
Tuple<T1,T2,T3> A basic tuple type that encapsulates members as properties.
Tuple<T1,T2,T3,T4> A basic tuple type that encapsulates members as properties.
Tuple<T1,T2,T3,T4,T5> A basic tuple type that encapsulates members as properties.
Tuple<T1,T2,T3,T4,T5,T6> A basic tuple type that encapsulates members as properties.
Tuple<T1,T2,T3,T4,T5,T6,T7> A basic tuple type that encapsulates members as properties.
Tuple<T1,T2,T3,T4,T5,T6,T7,T8> A basic tuple type that encapsulates members as properties.
Tuple<T1,T2,T3,T4,T5,T6,T7,T8,T9> A basic tuple type that encapsulates members as properties.
TypeHelper Extension methods to help you create data types easier.
UtilityHelper Wad of extension methods from RT Util Core.
Work Advanced multi-threading handler.
Work<T> Advanced multi-threading handler.
Work<T,TResult> Advanced multi-threading handler.
Work<T1,T2,T3,T4,TResult> Advanced multi-threading handler.
Work<T1,T2,T3,TResult> Advanced multi-threading handler.
Work<T1,T2,TResult> Advanced multi-threading handler.
Structs
BigInt Encapsulates an arbitrary-size integer.
HashCode Combines the hash code for multiple values into a single hash code. xxHash32 is used for the hash code. https://github.com/Cyan4973/xxHash
Number Encapsulates a primitive numeric value.
QuotientRemainder Encapsulates the two-valued result of a division/modulo operation (DivideModulo(BigInt)).
Interfaces
IAwake Awake() is called when the script instance is being loaded.
IDump An interface to implement dump methods. Make each method return the same method in your Logger instance.
IFixedUpdate Frame-rate independent FixedUpdate() message for physics calculations.
ILateUpdate LateUpdate() is called every frame, if the UnityEngine.Behaviour is enabled.
ILog An interface to implement log methods. Make each method return the same method in your Logger instance.
IReset Reset to default values.
IStart Start() is called on the frame when a script is enabled just before any of the Update() methods is called the first time.
IStartCoroutine Start() is called on the frame when a script is enabled just before any of the Update() methods is called the first time.
ITP Interface for Twitch Plays support.
IUpdate Update() is called every frame, if the UnityEngine.MonoBehaviour is enabled.
Enums
ComponentPool.ComponentSource Controls where this pool will draw from (e.g. the base game modules, modules from mods, or both).
ComponentPool.ComponentTypeEnum The module types in the base game.
ComponentPool.SpecialComponentTypeEnum Controls whether the modules will be chosen dynamically at runtime from whatever modules are loaded (based on the ComponentSource). Set to "None" to select specific module types.
Game.ControlType Determines how the game is controlled.
Game.ModSourceEnum Determines how the mod is stored.
Game.References Determines what references are used within this class.
UtilityHelper.JsQuotes Selects how the escaped JS string should be put into quotes.