HardHat v0.7b
Source Code Documentation for HardHat
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 NHardHatThis contains all HardHat related classes. HardHat is a package for constructing and destroying buildings inside of Unity
 NUGUIContains a number of components what display relevant HardHat information such as build mode or target using UGUI
 CUITextBuildModeAttach to a UGUI Text Label to have that label display the current BuildControl.BUILD_MODE
 CUITextFireModeAttach to a UGUI Text Label to have that label display the current BuildControl.FIRE_MODE
 CUITextVariantAttach to a UGUI Text Label to have that label display the current BuildControl Variant Number
 CUITextViewTargetAttach to a UGUI Text Label to have that label display the current BuildView target
 CBuildControlControls HardHat... Not to put to fine of a point on it. In short, this is the core of the system.
 CBuildGhostThis is the semi-invisible collision based object that determines where you can build, if you can build, and the like. Some of the Ghost controls are in BuildControl where a normal BuildPiece is converted at runtime into a Ghost.
 CBuildingPrefabsThis is used to store the building data inside of BuildControl
 CBuildInputHandles all Input for HardHat
 CBuildPieceThis represents a physical building object inside of HardHat.
 CBuildSocketThis represents a socket inside of a structure. This can be one of any BuildType and has a number of unique properties which control it as well as any associated BuildPiece.
 CBuildStructurethis is only one example BuildStructure, creating a typical post/lintel base structure with sockets for roofs and floors. In short - it uses four pillars to support four lintels. Once all eight pieces are in place it creates another structure on top of it. If support eventually fails, cleanup occurs
 CBuildViewUsed to determine what we're looking at. Also used to determine the last targetted socket. Utilizes raycasting
 CReferencePieceUse this to component on sub-objects to connect them to a BuildPiece. In the demo, it is applied to the doorway and window submesh objects