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Runtime Spawner 1.2.5
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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▼CEditor | |
CMegaCrush.Spawner.IntensityProfileInspector | |
CMegaCrush.Spawner.LocalAreaSpawnerInspector | Custom inspector for the Local Area Spawner |
CMegaCrush.Spawner.RuntimeSpawnerInspector | Custom Inspector for the Runtime Spawner |
CMegaCrush.Spawner.Samples.BasicSpecialsTelemetryInspector | |
CMegaCrush.Spawner.SpawnDirectorInspector | |
CMegaCrush.Spawner.SpawnEntryInspector | Custom Inspector for Spawn Entry |
CMegaCrush.Spawner.SpecialEncounterManagerInspector | |
CMegaCrush.Spawner.SpecialProfileInspector | |
CMegaCrush.Spawner.WaveSpawnPointInspector | |
CMegaCrush.Spawner.WaveSpawnerInspector | |
CMegaCrush.Spawner.WaveTriggerInspector | |
▼CEditorWindow | |
CMegaCrush.Spawner.WelcomeDialog | |
CMegaCrush.Spawner.FloatRange | Serializable container for a floating-point range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute |
CMegaCrush.Spawner.GlobalSpawnLoop | Periodic loop that maintains global population between configured bounds. Chooses random SpawnEntry items from the global list and spawns them via the owner’s executor, optionally spawning groups |
CMegaCrush.Spawner.InspectorProperty | |
CMegaCrush.Spawner.IntRange | Serializable container for an integer range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute |
▼CMegaCrush.Spawner.IPoolAdapter | Abstraction over the project’s pooling layer so the spawner system isn’t tightly coupled to a specific pool implementation |
CMegaCrush.Spawner.PoolAdapter | Default adapter that forwards calls to PoolManager from MegaCrush.ObjectPool |
▼CMegaCrush.Spawner.ISpawnExecutor | Executes a spawn request for a given SpawnEntry using a provided context |
CMegaCrush.Spawner.SpawnExecutor | Default implementation of ISpawnExecutor |
▼CMegaCrush.Spawner.ISpawnLocator | Service 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.SpawnLocator | Default spawn locator that performs physics raycasts and NavMesh sampling to produce valid placement positions for spawned objects |
▼CMegaCrush.Spawner.ISpecialsTelemetry | Provides runtime telemetry used by SpecialEncounterManager rule checks. Implement this in-game and supply it via inspector or code |
▼CMegaCrush.Spawner.SpecialsTelemetryProvider | Abstract ScriptableObject base you can subclass to feed telemetry via the Inspector |
CMegaCrush.Spawner.Samples.BasicSpecialsTelemetry | |
▼CMegaCrush.Spawner.IWaveExecutor | Contract for any executor that can run a wave sequence |
CMegaCrush.Spawner.WaveSpawnLoop | Default implementation of IWaveExecutor. Spawns a sequence of entries defined in a WaveEntry, using spawn points defined on the WaveTrigger |
CMegaCrush.Spawner.LoopPolicy | Per-wave loop configuration describing if/how a wave should repeat |
CMegaCrush.Spawner.EditorTools.MegaCrushCreateMenu | Editor utility that adds convenient menu items under GameObject/Runtime Spawner/ for creating spawner components and authoring helpers in the Scene |
▼CMonoBehaviour | |
CMegaCrush.Spawner.FireSignalOnStart | Example to fire a signal for the wave table runner to control spawn waves |
CMegaCrush.Spawner.FireSignalOnTriggerExit | |
CMegaCrush.Spawner.LocalAreaSpawner | Localized spawn volume that lets the system bias spawning when the player is inside the area. This component does not spawn on its own—it's driven by RuntimeSpawner via region-activation signals |
CMegaCrush.Spawner.RuntimeSpawner | Central coordinator for runtime spawning. Supports three spawn flows:
Also provides optional internal culling beyond a configurable distance and integrates with an object pool |
CMegaCrush.Spawner.RuntimeSpawnerMenu | |
CMegaCrush.Spawner.Samples.AIChase | Simple AI chase behaviour. If it sees the player, it chases them |
CMegaCrush.Spawner.Samples.AIWander | |
CMegaCrush.Spawner.Samples.CharController | Attach this to the character, optionally also add a rigidbody, just cuz |
CMegaCrush.Spawner.Samples.DemoController | |
CMegaCrush.Spawner.Samples.DespawnAfterSeconds | Simple lifetime despawner. Attach to any pooled spawnable prefab. It will automatically despawn the GameObject after X seconds |
CMegaCrush.Spawner.Samples.RuntimeSpawnerControl | Sample script that starts the runtime spawner, instead of it starting automatically |
CMegaCrush.Spawner.Samples.SimpleMotionAnimator | A simple animator that works for rigidbody, navmesh agent or character controller based characters |
CMegaCrush.Spawner.Samples.TriggerActivateResetMonitor | Simple script to listen to WaveTrigger events and show / hide an object (the WorldSpace UI) |
CMegaCrush.Spawner.Samples.UpdateWaveInfo | Example UI script listens to wave trigger events |
CMegaCrush.Spawner.SpawnDirector | Drives spawn system intensity over time or via explicit steps. Applies values from an IntensityProfile to a bound RuntimeSpawner (population caps, spawn rates, etc.) |
CMegaCrush.Spawner.SpawnerDiagnosticsHUD | |
CMegaCrush.Spawner.SpecialEncounterManager | Manages opportunistic “special” encounters driven by a SpecialProfile. Evaluates rules on an interval and, when conditions are met, spawns via the bound RuntimeSpawner using either tagged WaveSpawnPoint anchors or a radial fallback resolved by the Locator |
CMegaCrush.Spawner.WaveSpawnPoint | Spatial anchor used by waves and specials for directed spawning. Provides a position and an optional spawn radius plus semantic tags (e.g., "Flank", "Ambush") that rules can match against |
CMegaCrush.Spawner.WaveTrigger | Simple trigger volume that activates a WaveSpawner sequence when the player enters. Supports optional reactivation after a cooldown and editor helpers for authoring spawn points |
CMegaCrush.Spawner.PopulationTracker | Tracks the current and historical population of spawned objects, including metadata and source breakdowns |
▼CPropertyAttribute | |
CMegaCrush.Spawner.MinMaxRangeAttribute | Attribute to draw a min–max slider in the Unity Inspector. Can be applied to:
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▼CPropertyDrawer | |
CMegaCrush.Spawner.LoopPolicyDrawer | |
CMegaCrush.Spawner.MinMaxRangeDrawer | |
CMegaCrush.Spawner.RegionSpawnLoop | Periodic loop that manages spawning in active LocalAreaSpawner regions. Ensures each active region maintains its local population between its min/max bounds |
CMegaCrush.Spawner.RuntimeSpawnerSettingsProvider | Draw the settings provider |
▼CScriptableObject | |
CMegaCrush.Spawner.IntensityProfile | Scriptable profile that defines how spawning intensity progresses over time or via manual steps. Each Step configures caps and rate multipliers applied by SpawnDirector |
CMegaCrush.Spawner.RuntimeSpawnerSettings | Global configuration asset for the Runtime Spawner system. Stores editor-only visualization colors and is saved as a project-wide ScriptableObject so all scenes share consistent debug styling |
CMegaCrush.Spawner.SpawnEntry | Defines how a particular prefab can be spawned by the Runtime Spawner |
CMegaCrush.Spawner.SpecialProfile | Collection of SpecialRule entries plus global constraints for the special-encounter system |
CMegaCrush.Spawner.SpecialsTelemetryProvider | Abstract ScriptableObject base you can subclass to feed telemetry via the Inspector |
CMegaCrush.Spawner.WaveSpawner | ScriptableObject that defines a sequence of WaveEntrys for spawning |
CMegaCrush.Spawner.SignalBus | Minimal, 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.SpawnContext | |
CMegaCrush.Spawner.SpawnMeta | Metadata associated with a spawned object for bookkeeping and analytics |
CMegaCrush.Spawner.SpecialRule | Describes 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.Step | A single intensity step applied while active |
CMegaCrush.Spawner.WaveEntry | Configuration for a single wave of spawns |
CMegaCrush.Spawner.WaveTableRunner | Executes 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 |