This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
▼CArea3D | |
Cgodot::BeaconPowerup | Area3D that inverts the attack classes of any turret object that it comes into contact with. Resets effects when it is destroyed |
Cgodot::Beam | Area3D with a MeshInstance3D that resizes itself based on a from and to position and damages any objects that enter it. Requires a child collision shape and mesh instance. Both with Capsule primitive shapes |
Cgodot::DamageArea | Collision area that damages nodes of the given types when entered |
Cgodot::ExitTrigger | Area3D that notifies the RallyRushGameMode that the player has exited the game when hit by the CarPlayer. Only if the player has found exactly 3 keys |
Cgodot::KeyPickup | Area3D that notifies the RallyRushGameMode and destroys itself when the player enters it |
Cgodot::ShieldPowerup | Object for the player's "shield" powerup. Collision area that destroys all cars that hit it |
Cgodot::WeaponPickup | Item box that can be found around the map. Triggers a pickup on the player when hit |
▼CCanvasLayer | |
Cgodot::EndScreen | The game-over screen, used both when the player has won and lost the game |
Cgodot::GameUI | The in-game HUD |
Cgodot::MenuUI | The main menu UI parent |
▼CGameMode | |
Cgodot::RallyRushGameMode | Game mode for Rally Rush. Mainly serves as a scorekeeper and patchbay for Observers. Inherits from GameMode so it can be referenced by a level and managed by the GameRoot3D |
▼CIPlayer | |
Cgodot::CarPlayer | Sandboxed subclass of CarPhysics |
▼CNode | |
Cgodot::Spawner | Singleton managing enemy and key spawning. Spawns a single enemy at an interval, selecting drone or car based on which is required or taking turns if both. Spawns three keys at the start of the game |
▼CNode3D | |
Cgodot::Drone | An enemy drone, moves around using navigation. Model is expected to float well above the transform origin |
Cgodot::EnemySpawnpoint | Child node to Spawner denoting a place where a car, drone or key can be spawned |
Cgodot::ExitDoor | Listener for the all_keys_found Observer. Plays the "open" animation when the observer is broadcast |
▼CRigidBody3D | |
▼Cgodot::CarPhysics | Subclass Sandbox for car physics. Uses _integrate_forces and local_velocity to abstract the behaviour of a physical car |
Cgodot::CarPlayer | Sandboxed subclass of CarPhysics |
Cgodot::EnemyCar | The enemy car, inherits CarPhysics subclass sandbox and uses a NavigationAgent3D to direct it |
Cgodot::EnemyTargetBody | Collider signifying which part of an enemy can be targeted. Used only for drones because their "real" position is on the ground below where the "drone" is flying |
Cgodot::Turret | Generic turret class with the ability to target any type of node as configured. Used for both the player's roof turret pickup and the enemy turrets |