Runtime Spawner 1.5.1
Generic Runtime spawn and instance pooling system for spawning random AI agents around a map. Works with ANY AI system easily.
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CMegaCrush.Spawner.RuntimeSpawner.DeferredJobInternal record for deferred placement attempts when placement requires NavMesh but none is present yet
 CEditor
 CMegaCrush.Spawner.EditorMenuPathsCentralized menu path constants for CreateAssetMenu and Editor utilities
 CEditorWindow
 CMegaCrush.Spawner.FloatRangeSerializable container for a floating-point range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute
 CMegaCrush.Spawner.GlobalSpawnLoopPeriodic loop that maintains the Global population between configured bounds. Respects:
 CINetworkInput
 CINetworkObjectProvider
 CINetworkRunnerCallbacks
 CMegaCrush.Spawner.InspectorProperty
 CMegaCrush.Spawner.IntRangeSerializable container for an integer range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute
 CMegaCrush.Spawner.IObjectFactoryInterface implemented by object factories capable of spawning objects synchronously or asynchronously
 CMegaCrush.Spawner.IPoolAdapterAbstraction over the project’s pooling layer so the spawner system isn’t tightly coupled to a specific pool implementation
 CMegaCrush.Spawner.IPrewarmableFactoryOptional interface for factories that support prewarming (pool priming) of spawnable prefabs
 CIPunPrefabPool
 CMegaCrush.Spawner.RegionPopulationController.IRegionTagProviderOptional provider interface for region tags. Implement on any component under a region root to supply semantic tags (e.g., "industrial", "residential"). If not present, the Unity tag is used
 CMegaCrush.Spawner.ISpawnExecutorExecutes a spawn request for a given SpawnEntry using a provided context
 CMegaCrush.Spawner.ISpawnHandleRepresents a handle returned by an IObjectFactory after spawning an object
 CMegaCrush.Spawner.ISpawnLocatorService that selects world positions for new spawns based on context (global, region, wave, or grouping near a parent) while respecting NavMesh constraints, player distance, and physics ground checks
 CMegaCrush.Spawner.ISpecialsTelemetryProvides runtime telemetry used by SpecialEncounterManager rule checks. Implement this in-game and supply it via inspector or code
 CMegaCrush.Spawner.IWaveExecutorContract for any executor that can run a wave sequence
 CMegaCrush.Spawner.LoopPolicyPer-wave loop configuration describing if/how a wave should repeat
 CMonoBehaviour
 CMonoBehaviourPunCallbacks
 CNetworkBehaviour
 CNetworkObjectProviderDefault
 CMegaCrush.Spawner.Pcg32Minimal PCG32 pseudo-random number generator; fast and reproducible across platforms (including IL2CPP/AOT)
 CMegaCrush.Spawner.PopulationTrackerTracks the current and historical population of spawned objects, including metadata and source breakdowns
 CPropertyAttribute
 CPropertyDrawer
 CMegaCrush.Spawner.PunAdapter.PUNPrefabRegistrarUtility class that automatically registers all prefabs referenced by RuntimeSpawner and its collaborators with a PUNPoolPrefabProvider
 CMegaCrush.Spawner.RegionSpawnLoopPeriodic loop that manages spawning in active LocalAreaSpawner regions. Ensures each active region maintains its local population between its min/max bounds, while respecting the global max population and per-entry caps
 CMegaCrush.Spawner.RegionSpawnLibrary.RuleA single library rule that can contribute a SpawnEntry to a region when its filters match the region's tags and the current director step is within range
 CMegaCrush.EditorGUIEx.RuntimeSpawnerEditorMetaCentralized constants for the Runtime Spawner editor UI. All inspectors pull package IDs, header paths, and docs/support links from here
 CMegaCrush.Spawner.RuntimeSpawnerSettingsProviderDraw the settings provider
 CScriptableObject
 CMegaCrush.Spawner.SignalBusMinimal, sticky signal bus used by WaveTableRunner's UntilSignal loop type. Signals are string IDs; once fired they remain "fired" until consumed or cleared
 CMegaCrush.Spawner.SpawnContextImmutable parameters describing where and why a spawn is occurring. Built by RuntimeSpawner and consumed by ISpawnExecutor
 CMegaCrush.Spawner.SpawnHintRegistryLightweight spatial index for SpawnHintPoint
 CMegaCrush.Spawner.SpawnMathLightweight math helpers shared by spawner flows (global/region/wave) and the executor. Uses squared-distance comparisons for performance and XZ-planar checks to ignore height
 CMegaCrush.Spawner.SpawnMetaMetadata associated with a spawned object for bookkeeping and analytics
 CMegaCrush.Spawner.SpawnRequestImmutable data package describing a single spawn operation
 CMegaCrush.Spawner.SpecialRuleDescribes when and how to spawn a single special encounter. Evaluated by SpecialEncounterManager on a cadence, subject to intensity step, player/telemetry gates, and placement constraints
 CMegaCrush.Spawner.IntensityProfile.StepA single intensity step applied while active
 CMegaCrush.Spawner.WaveEntryConfiguration for a single wave of spawns
 CMegaCrush.Spawner.WaveTableRunnerExecutes a WaveSpawner definition once, honoring each WaveEntry's LoopPolicy. Each wave may run once, repeat a set number of times, repeat until a duration expires, or loop until a signal is received
 CMegaCrush.Spawner.WindowOpener