### Start Arcade Controller
Source: https://lcraver.github.io/pa-modding/dc/d07/class_arcade_controller
The Start function is called before the first frame update. It includes logic to check subscribed arcade files on start.
```csharp
void Start ()
```
--------------------------------
### Start Game Function (C#)
Source: https://lcraver.github.io/pa-modding/db/d10/class_game_manager
Initiates the gameplay after all necessary level assets and game states have been loaded. This function begins the core game loop.
```csharp
void GameManager.PlayGame()
{
// ... implementation to start the game ...
}
```
--------------------------------
### ArcadeManager Public Member Functions - C++
Source: https://lcraver.github.io/pa-modding/dd/d7d/class_arcade_manager
Demonstrates public member functions of the ArcadeManager class in C++. Includes functions for generating a loading bar, starting the game, loading levels, and getting files. Inherits from SingletonBase.
```cpp
string | **GenerateLoadingBar** (float _value)
void | **Start** ()
void | **LoadLevels** ()
void | **GetFiles** ()
Public Member Functions inherited from SingletonBase< ArcadeManager >
virtual void | **Awake** ()
virtual void | **OnAwake** ()
```
--------------------------------
### InputTester Class Members
Source: https://lcraver.github.io/pa-modding/d0/d52/class_input_tester-members
This snippet details the private methods 'Start' and 'Update' within the 'InputTester' class. These are typically used for game object initialization and frame-by-frame updates, respectively, in Unity.
```csharp
Start() (defined in InputTester)| InputTester| private
Update() (defined in InputTester)| InputTester| private
```
--------------------------------
### Functions - a
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'a'.
```APIDOC
## Functions - a
### Description
Lists all documented functions starting with the letter 'a'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **Awake()** (CheckpointEditor, EditorManager, EventEditor, GLRenderManager, MarkerEditor, RenderManager, ThemeEditor) - Description of the Awake function and its associated classes.
```
--------------------------------
### Functions - q
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'q'.
```APIDOC
## Functions - q
### Description
Lists all documented functions starting with the letter 'q'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **QuadIn()** (VGEase) - Description of the QuadIn function and its associated class.
- **QuadInOut()** (VGEase) - Description of the QuadInOut function and its associated class.
- **QuadOut()** (VGEase) - Description of the QuadOut function and its associated class.
```
--------------------------------
### PlayerTestSpawn Class Documentation (C#)
Source: https://lcraver.github.io/pa-modding/db/df2/classplayer_test_spawn
Documentation for the 'playerTestSpawn' class in C#. It details the public member functions like Start, PlayerJoined, and Update, as well as public attributes such as 'players' and 'player'. This class is likely related to player spawning and management within the game.
```csharp
// Inheritance diagram for playerTestSpawn:
// ## Public Member Functions
// ---
// void | **Start** ()
// void | **PlayerJoined** (InputDataManager.CustomPlayer _player)
// void | **Update** ()
// ## Public Attributes
// ---
// GameObject | **players**
// Player | **player**
// * * *
// The documentation for this class was generated from the following file:
// * C:/Users/Pidge/Documents/gamedev/core_project_arrhythmia/Assets/Scripts/playerTestSpawn.cs
// playerTestSpawn
```
--------------------------------
### Preview Management (DataManager)
Source: https://lcraver.github.io/pa-modding/d5/d2b/class_data_manager_1_1_game_data_1_1_prefab
Provides functions to get and set the preview texture for a sprite. GetPreview returns the current Texture2D, while SetPreview updates it with a new Texture2D.
```csharp
Texture2D GetPreview ()
void SetPreview (Texture2D _text)
```
--------------------------------
### Insert Sequence with Tweener and Ease - ObjectHelpers
Source: https://lcraver.github.io/pa-modding/d3/da9/class_object_helpers-members
The VGSeqInsert static method in ObjectHelpers allows inserting a tweener into a sequence at a specified start time, with options for different easing types. It is a utility for animation sequencing.
```csharp
VGSeqInsert(Sequence _sequence, float _start, Tweener _tweenFunc, Ease _ease=Ease.Unset)| ObjectHelpers| static
```
```csharp
VGSeqInsert(Sequence _sequence, float _start, Tweener _tweenFunc, AnimationCurve _ease)| ObjectHelpers| static
```
--------------------------------
### EditorInitializer API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Documentation for EditorInitializer, which sets up the game editor environment.
```APIDOC
## EditorInitializer
### Description
Initializes and sets up the game editor environment.
```
--------------------------------
### TwitchController Class Members - Project Arrhythmia Modding API
Source: https://lcraver.github.io/pa-modding/d4/d53/class_twitch_controller-members
This snippet details the private members 'Start' and 'Update' of the 'TwitchController' class. These methods are essential for initializing and managing Twitch integration within the game. No external dependencies are explicitly mentioned for these core methods.
```csharp
///
/// Initializes the TwitchController.
///
private void Start()
{
// Implementation for starting Twitch integration
}
///
/// Updates the TwitchController's state.
///
private void Update()
{
// Implementation for updating Twitch integration
}
```
--------------------------------
### ThemeEditor Class Member Functions (C#)
Source: https://lcraver.github.io/pa-modding/d3/d41/class_theme_editor
This snippet details the public member functions of the ThemeEditor class in C#. It includes functions for starting the editor, getting and deleting themes, saving themes asynchronously, and loading themes. These functions are crucial for managing beatmap themes within the game.
```csharp
void Start ()
string GetFileName (DataManager.BeatmapTheme _theme)
void DeleteTheme (DataManager.BeatmapTheme _theme)
async void SaveTheme (DataManager.BeatmapTheme _theme)
IEnumerator LoadThemes ()
```
--------------------------------
### TooltipTrigger Class Example
Source: https://lcraver.github.io/pa-modding/da/d65/class_tooltip_trigger
Demonstrates the TooltipTrigger class, which handles displaying tooltips when a pointer enters and exits an associated UI element. It includes public member functions for event handling and coroutines for tooltip display, along with public attributes for title, description, and keycode tips.
```csharp
public class TooltipTrigger : MonoBehaviour
{
public string title;
public string description;
public List keyCodeTips = new List();
public void OnPointerEnter(PointerEventData _data)
{
// Logic to show tooltip
StartCoroutine(ShowTooltip());
}
public void OnPointerExit(PointerEventData _data)
{
// Logic to hide tooltip
}
IEnumerator ShowTooltip()
{
// Coroutine to manage tooltip display
yield return null;
}
}
```
--------------------------------
### Functions - o
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'o'.
```APIDOC
## Functions - o
### Description
Lists all documented functions starting with the letter 'o'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **OnAwake()** (LSEffectsManager, UI_Slider, UI_Toggle, UIElement) - Description of the OnAwake function and its associated classes.
- **OnDestroyElement()** (UIElement) - Description of the OnDestroyElement function and its associated class.
- **OnShow()** (UIElement) - Description of the OnShow function and its associated class.
```
--------------------------------
### Audio Manager Initialization and Updates - C#
Source: https://lcraver.github.io/pa-modding/d7/d31/class_audio_manager
Includes an override for OnAwake to handle initialization logic inherited from a SingletonBase class, and a FixedUpdate function for physics-based updates.
```csharp
override void OnAwake()
void FixedUpdate()
```
--------------------------------
### Functions - i
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'i'.
```APIDOC
## Functions - i
### Description
Lists all documented functions starting with the letter 'i'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **InitAfter()** (Bootstrapper) - Description of the InitAfter function and its associated class.
- **InitBaseEffectKeyframes()** (EventManager) - Description of the InitBaseEffectKeyframes function and its associated class.
- **InitCheckpoints()** (GameManager) - Description of the InitCheckpoints function and its associated class.
- **InitHueEvents()** (EventManager) - Description of the InitHueEvents function and its associated class.
- **InitKeyframes()** (EventManager) - Description of the InitKeyframes function and its associated class.
- **InitPlayerEvents()** (EventManager) - Description of the InitPlayerEvents function and its associated class.
- **InitPositionEvents()** (EventManager) - Description of the InitPositionEvents function and its associated class.
- **InitZoomEvents()** (EventManager) - Description of the InitZoomEvents function and its associated class.
- **Instant()** (VGEase) - Description of the Instant function and its associated class.
- **IsUsingInputField()** (VGFunctions.LSHelpers) - Description of the IsUsingInputField function and its associated class.
```
--------------------------------
### Gameplay Tips Collection
Source: https://lcraver.github.io/pa-modding/df/d6e/class_systems_1_1_scene_management_1_1_scene_loader
An array of strings containing gameplay tips. This member data is initialized with a predefined set of tips related to game mechanics and strategies.
```csharp
string [] Systems.SceneManagement.SceneLoader.Tips = new string[5]{
"Use your boost to get out of tight situations",
"Use practice mode to learn the layout of a log without the pain of dying",
"Back for more are ya?",
"Tip 4",
"Tip 5"
};
```
--------------------------------
### Bootstrapper API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Details on the Bootstrapper class, likely used for initializing the game or specific modules.
```APIDOC
## Bootstrapper
### Description
Initializes the game or specific modules upon startup.
```
--------------------------------
### TooltipSystem API
Source: https://lcraver.github.io/pa-modding/d4/da3/class_tooltip_system-members
Documentation for the TooltipSystem class and its methods, including Awake, Hide, inst, Show, and tooltip.
```APIDOC
## TooltipSystem API
### Description
Provides methods for managing and displaying tooltips within the game.
### Method
**Awake**()
### Endpoint
N/A (Class Method)
### Parameters
None
### Request Example
None
### Response
#### Success Response (N/A)
None
#### Response Example
None
---
### Method
**Hide**()
### Endpoint
N/A (Class Method)
### Parameters
None
### Request Example
None
### Response
#### Success Response (N/A)
None
#### Response Example
None
---
### Field
**inst**
### Endpoint
N/A (Class Field)
### Parameters
None
### Request Example
None
### Response
#### Success Response (N/A)
static private instance of TooltipSystem.
#### Response Example
None
---
### Method
**Show**(
string _desc,
List _keycodeTips,
string _title = ""
)
### Endpoint
N/A (Class Method)
### Parameters
- **_desc** (string) - Required - The description of the tooltip.
- **_keycodeTips** (List) - Required - A list of keycode tips to display.
- **_title** (string) - Optional - The title of the tooltip.
### Request Example
```csharp
TooltipSystem.Show("This is a tooltip description", new List(), "Tooltip Title");
```
### Response
#### Success Response (N/A)
Displays the tooltip with the provided information.
#### Response Example
None
---
### Field
**tooltip**
### Endpoint
N/A (Class Field)
### Parameters
None
### Request Example
None
### Response
#### Success Response (N/A)
Reference to the current tooltip object.
#### Response Example
None
```
--------------------------------
### Functions - d
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'd'.
```APIDOC
## Functions - d
### Description
Lists all documented functions starting with the letter 'd'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **DelayedShow()** (UIElement) - Description of the DelayedShow function and its associated class.
- **DescriptionCreator()** (SteamWorkshopFacepunch) - Description of the DescriptionCreator function and its associated class.
- **DisableElement()** (UIElement) - Description of the DisableElement function and its associated class.
- **DisplayNotification()** (EditorManager) - Description of the DisplayNotification function and its associated class.
- **DoesSceneExist()** (Systems.SceneManagement.SceneLoader) - Description of the DoesSceneExist function and its associated class.
```
--------------------------------
### Project Arrhythmia Modding API Overview
Source: https://lcraver.github.io/pa-modding/dd/dbf/class_object_helpers_1_1_obj_sequence
This section provides a general overview of the Project Arrhythmia Modding API, including navigation of its structure.
```APIDOC
## Project Arrhythmia Modding API
This API allows for the modding of the game Project Arrhythmia. It is organized into various sections including Pages, Packages, and Classes.
### Navigation
- **Main Page**: Entry point for the documentation.
- **Packages**: Lists available packages within the API.
- **Package List**: Detailed list of packages.
- **Classes**: Contains all classes available for modding.
- **Class List**: A comprehensive list of all classes.
- **Class Index**: An indexed view of classes.
- **Class Hierarchy**: Shows the inheritance structure of classes.
- **Class Members**: Details the members (functions, variables, properties) of a class.
- **All**: Lists all members.
- **Functions**: Lists all member functions.
- **Variables**: Lists all member variables.
- **Properties**: Lists all member properties.
### Example Class Structure (AnimateInGUI)
```markdown
## AnimateInGUI
### Description
[Description of the AnimateInGUI class]
### Members
#### Public Member Functions
- **FunctionName1** (param1_type param1, param2_type param2) - ReturnType - Description of FunctionName1
- **FunctionName2** () - ReturnType - Description of FunctionName2
#### Public Variables
- **VariableName1** (type) - Description of VariableName1
- **VariableName2** (type) - Description of VariableName2
```
```
--------------------------------
### Functions - r
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'r'.
```APIDOC
## Functions - r
### Description
Lists all documented functions starting with the letter 'r'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **RefreshKeyframeGUI()** (EditorElement_ObjectPanel) - Description of the RefreshKeyframeGUI function and its associated class.
- **RemoveAllDangerousRichText()** (VGFunctions.LSText.TMPExtras) - Description of the RemoveAllDangerousRichText function and its associated class.
- **RemoveAllRichText()** (VGFunctions.LSText.TMPExtras) - Description of the RemoveAllRichText function and its associated class.
- **RemovePATags()** (VGFunctions.LSText.TMPExtras) - Description of the RemovePATags function and its associated class.
- **RemoveRichTextDynamicTag()** (VGFunctions.LSText.TMPExtras) - Description of the RemoveRichTextDynamicTag function and its associated class.
- **RemoveRichTextTag()** (VGFunctions.LSText.TMPExtras) - Description of the RemoveRichTextTag function and its associated class.
- **ResetCheckpoints()** (GameManager) - Description of the ResetCheckpoints function and its associated class.
- **ReverseToCheckpointLoop()** (GameManager) - Description of the ReverseToCheckpointLoop function and its associated class.
- **RewindToCheckpoint()** (GameManager) - Description of the RewindToCheckpoint function and its associated class.
- **Run()** (VGFunctions.Debounce) - Description of the Run function and its associated class.
```
--------------------------------
### Project Arrhythmia Modding API Documentation
Source: https://lcraver.github.io/pa-modding/d0/db4/class_settings_data_1_1_audio_data_1_1_menu_data
Documentation for the Project Arrhythmia Modding API, including class structure, properties, and functions.
```APIDOC
## Project Arrhythmia Modding API
### Description
API documentation for Project Arrhythmia modding, detailing classes, functions, and properties.
### Endpoint
N/A (This is a library/framework documentation)
### Parameters
N/A
### Request Example
N/A
### Response
#### Success Response (N/A)
N/A
#### Response Example
N/A
## Properties
### `MenuMusic`
- **Type**: `int`
- **Access**: `get`, `set`
- **Description**: Controls the visibility of the main menu.
```
--------------------------------
### Functions - p
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'p'.
```APIDOC
## Functions - p
### Description
Lists all documented functions starting with the letter 'p'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **ParseEditorData()** (DataManager.GameData) - Description of the ParseEditorData function and its associated class.
- **ParseMetadata()** (DataManager) - Description of the ParseMetadata function and its associated class.
- **PlayGame()** (GameManager) - Description of the PlayGame function and its associated class.
```
--------------------------------
### EditorIntroManager API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Details on EditorIntroManager, possibly handling introductory sequences or tutorials within the editor.
```APIDOC
## EditorIntroManager
### Description
Manages introductory sequences or tutorials within the editor.
```
--------------------------------
### InterfaceLoader API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Details on InterfaceLoader, responsible for loading and initializing game interfaces.
```APIDOC
## InterfaceLoader
### Description
Loads and initializes various user interfaces within the game.
```
--------------------------------
### Functions - l
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'l'.
```APIDOC
## Functions - l
### Description
Lists all documented functions starting with the letter 'l'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **LevelToSteamWorkshop()** (SteamWorkshopFacepunch) - Description of the LevelToSteamWorkshop function and its associated class.
- **Linear()** (VGEase) - Description of the Linear function and its associated class.
- **LinkFormater()** (SteamWorkshopFacepunch) - Description of the LinkFormater function and its associated class.
- **LoadGame()** (GameManager) - Description of the LoadGame function and its associated class.
- **LoadObjects()** (GameManager) - Description of the LoadObjects function and its associated class.
- **LoadSceneGroup()** (Systems.SceneManagement.SceneLoader) - Description of the LoadSceneGroup function and its associated class.
- **LoadTweens()** (GameManager) - Description of the LoadTweens function and its associated class.
- **LSError()** (VGFunctions.LSError) - Description of the LSError function and its associated class.
```
--------------------------------
### Functions - h
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'h'.
```APIDOC
## Functions - h
### Description
Lists all documented functions starting with the letter 'h'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **HeaderFormater()** (SteamWorkshopFacepunch) - Description of the HeaderFormater function and its associated class.
- **Hide()** (UIElement) - Description of the Hide function and its associated class.
- **HideCustom()** (UIElement) - Description of the HideCustom function and its associated class.
```
--------------------------------
### MusicLoaderJob API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Details on MusicLoaderJob, likely handling the loading of music files asynchronously.
```APIDOC
## MusicLoaderJob
### Description
Manages the asynchronous loading of music files.
```
--------------------------------
### Functions - g
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'g'.
```APIDOC
## Functions - g
### Description
Lists all documented functions starting with the letter 'g'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **GenerateParentObjects()** (ObjectManager) - Description of the GenerateParentObjects function and its associated class.
- **GetCameraZoom()** (EventManager) - Description of the GetCameraZoom function and its associated class.
- **GetCamOffset()** (EventManager) - Description of the GetCamOffset function and its associated class.
- **GetClipFromName()** (SoundLibrary) - Description of the GetClipFromName function and its associated class.
- **GetMusicFromName()** (SoundLibrary) - Description of the GetMusicFromName function and its associated class.
- **GetObjectData()** (EventEditor.KeyframeSelection) - Description of the GetObjectData function and its associated class.
- **GetObjectForeGround()** (RenderManager) - Description of the GetObjectForeGround function and its associated class.
- **GetSettingVector2D()** (DataManager) - Description of the GetSettingVector2D function and its associated class.
- **GetSettingVector2DIndex()** (DataManager) - Description of the GetSettingVector2DIndex function and its associated class.
- **GetTimelineObject()** (EventEditor.KeyframeSelection) - Description of the GetTimelineObject function and its associated class.
```
--------------------------------
### Functions - f
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'f'.
```APIDOC
## Functions - f
### Description
Lists all documented functions starting with the letter 'f'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **FormatPath()** (FileManager) - Description of the FormatPath function and its associated class.
```
--------------------------------
### InputTester API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Documentation for InputTester, used for testing input handling and device detection.
```APIDOC
## InputTester
### Description
Provides tools for testing input devices and their functionality.
```
--------------------------------
### Functions - e
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'e'.
```APIDOC
## Functions - e
### Description
Lists all documented functions starting with the letter 'e'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **ElasticIn()** (VGEase) - Description of the ElasticIn function and its associated class.
- **ElasticInOut()** (VGEase) - Description of the ElasticInOut function and its associated class.
- **ElasticOut()** (VGEase) - Description of the ElasticOut function and its associated class.
- **ExecUIEvent()** (UIEventManager) - Description of the ExecUIEvent function and its associated class.
- **ExpoIn()** (VGEase) - Description of the ExpoIn function and its associated class.
- **ExpoInOut()** (VGEase) - Description of the ExpoInOut function and its associated class.
- **ExpoOut()** (VGEase) - Description of the ExpoOut function and its associated class.
```
--------------------------------
### ObjectHelpers API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Information about ObjectHelpers, a collection of utility functions for working with game objects.
```APIDOC
## ObjectHelpers
### Description
Utility functions for common operations on game objects.
```
--------------------------------
### Sprite and Image Loading Functions
Source: https://lcraver.github.io/pa-modding/d1/dc7/class_editor_manager
No description
--------------------------------
### Functions - c
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'c'.
```APIDOC
## Functions - c
### Description
Lists all documented functions starting with the letter 'c'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **ChangeColorBrightness()** (VGFunctions.LSColors) - Description of the ChangeColorBrightness function and its associated class.
- **Checkpoint()** (DataManager.GameData.BeatmapData.Checkpoint) - Description of the Checkpoint function and its associated class.
- **CheckpointCheck()** (GameManager) - Description of the CheckpointCheck function and its associated class.
- **CircIn()** (VGEase) - Description of the CircIn function and its associated class.
- **CircInOut()** (VGEase) - Description of the CircInOut function and its associated class.
- **CircOut()** (VGEase) - Description of the CircOut function and its associated class.
- **CreateBaseBeatmap()** (DataManager) - Description of the CreateBaseBeatmap function and its associated class.
- **CreateCheckpoints()** (CheckpointEditor) - Description of the CreateCheckpoints function and its associated class.
- **CreateEventObjects()** (EventEditor) - Description of the CreateEventObjects function and its associated class.
- **CreateGhostCheckpoints()** (CheckpointEditor) - Description of the CreateGhostCheckpoints function and its associated class.
- **CreateMarkers()** (MarkerEditor) - Description of the CreateMarkers function and its associated class.
- **CreateNewMarkers()** (MarkerEditor) - Description of the CreateNewMarkers function and its associated class.
```
--------------------------------
### PersistentSingleton API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Details on PersistentSingleton, a pattern for creating singleton objects that persist across scene loads
--------------------------------
### Functions - b
Source: https://lcraver.github.io/pa-modding/functions_func
Lists all documented functions starting with the letter 'b'.
```APIDOC
## Functions - b
### Description
Lists all documented functions starting with the letter 'b'.
### Method
N/A (Documentation Index)
### Endpoint
N/A
### Parameters
None
### Request Example
None
### Response
#### Success Response (200)
- **BackIn()** (VGEase) - Description of the BackIn function and its associated class.
- **BackInOut()** (VGEase) - Description of the BackInOut function and its associated class.
- **BackOut()** (VGEase) - Description of the BackOut function and its associated class.
- **BoldFormater()** (SteamWorkshopFacepunch) - Description of the BoldFormater function and its associated class.
- **BounceIn()** (VGEase) - Description of the BounceIn function and its associated class.
- **BounceInOut()** (VGEase) - Description of the BounceInOut function and its associated class.
- **BounceOut()** (VGEase) - Description of the BounceOut function and its associated class.
- **BuildLoadingBar()** (Systems.SceneManagement.SceneLoader) - Description of the BuildLoadingBar function and its associated class.
- **BuildLoadingText()** (Systems.SceneManagement.SceneLoader) - Description of the BuildLoadingText function and its associated class.
```
--------------------------------
### ObjSequence Constructor and InitSequences Function
Source: https://lcraver.github.io/pa-modding/dd/dbf/class_object_helpers_1_1_obj_sequence
Documentation for the ObjSequence constructor and the InitSequences function.
```APIDOC
## ObjSequence Class Members
### Public Member Functions
#### ObjSequence (int _index, int _id)
**Description**: Constructor for the ObjSequence class.
**Parameters**:
- **_index** (int) - Required - Description of the index parameter.
- **_id** (int) - Required - Description of the ID parameter.
#### void InitSequences ()
**Description**: Initializes the sequences for the ObjSequence.
**Method**: Void
**Endpoint**: N/A (This is a class method, not an API endpoint)
**Parameters**: None
**Request Body**: None
**Response**: None (This is a void function)
**Response Example**: N/A
```
--------------------------------
### Get Index of Song
Source: https://lcraver.github.io/pa-modding/dc/d07/class_arcade_controller
Retrieves the index of a song, optionally based on a button input. This function is used for navigating or selecting songs.
```csharp
int getIndexOfSong (int _button=-1)
```
--------------------------------
### ButtonInfo API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Documentation for ButtonInfo, which might contain properties and state for UI buttons.
```APIDOC
## ButtonInfo
### Description
Contains information and properties for UI buttons.
```
--------------------------------
### Get Length Function (DataManager)
Source: https://lcraver.github.io/pa-modding/d5/d2b/class_data_manager_1_1_game_data_1_1_prefab
Retrieves the length of a beatmap or prefab. This function is essential for timing-related operations and playback controls within the game editor or engine.
```csharp
float GetLength ()
```
--------------------------------
### Artist API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Documentation for the Artist class, potentially related to visual rendering or asset management.
```APIDOC
## Artist
### Description
Handles visual rendering and asset management.
```
--------------------------------
### Systems.SceneManagement.LoadingProgress
Source: https://lcraver.github.io/pa-modding/d0/d76/class_systems_1_1_scene_management_1_1_loading_progress
Details for the LoadingProgress class within the SceneManagement namespace.
```APIDOC
## Systems.SceneManagement.LoadingProgress
### Description
Provides information about the loading progress of scenes.
### Method
N/A
### Endpoint
N/A
### Parameters
N/A
### Request Example
N/A
### Response
#### Success Response (200)
- **Public Member Functions**
- `void Report(float value)`: Reports the current progress value.
- **Events**
- `Action Progressed`: Event triggered when progress is updated.
```
--------------------------------
### Get Instant Status - C#
Source: https://lcraver.github.io/pa-modding/d5/d57/class_data_manager_1_1_l_s_animation
Returns a boolean indicating if an animation is instant. This is a member function of the DataManager class.
```csharp
bool isInstant ()
```
--------------------------------
### Initialize Game Objects (DataManager)
Source: https://lcraver.github.io/pa-modding/d5/d2b/class_data_manager_1_1_game_data_1_1_prefab
Initializes game objects within the DataManager. It supports initializing from both GameData.BeatmapObject and PrefabObject lists. This function is crucial for setting up the game state based on provided object data.
```csharp
void InitObjects (List< GameData.BeatmapObject > _objects)
void InitObjects (List< PrefabObject > _objects)
```
--------------------------------
### Load Game Level Coroutine (C#)
Source: https://lcraver.github.io/pa-modding/db/d10/class_game_manager
A coroutine that loads a game level by sequentially loading metadata, audio, level data, backgrounds, objects, and tweens. It ensures all assets are prepared before starting the game.
```csharp
IEnumerator GameManager.LoadGame(VGLevel level)
{
// ... implementation to load level assets ...
yield return null;
}
```
--------------------------------
### AudioManager API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Documentation for the AudioManager, responsible for managing all audio-related aspects of the game.
```APIDOC
## AudioManager
### Description
Manages all audio playback, music, and sound effects.
```
--------------------------------
### MusicFile API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Documentation for MusicFile, a class representing a music track in the game.
```APIDOC
## MusicFile
### Description
Represents a music file and its associated metadata.
```
--------------------------------
### TextureScale.ThreadData Members in Project Arrhythmia
Source: https://lcraver.github.io/pa-modding/d0/d51/class_texture_scale_1_1_thread_data-members
This section lists the members of the TextureScale.ThreadData class, which are essential for understanding how texture scaling is handled. It includes constructor, start, and end properties.
```csharp
**end** (defined in TextureScale.ThreadData)| TextureScale.ThreadData|
**start** (defined in TextureScale.ThreadData)| TextureScale.ThreadData|
**ThreadData**(int s, int e) (defined in TextureScale.ThreadData)| TextureScale.ThreadData|
```
--------------------------------
### Trigger Level Event (C#)
Source: https://lcraver.github.io/pa-modding/d6/d94/class_event_manager
Triggers all events in the level, including custom triggers created by level creators. It takes the event time, event type, and associated data as parameters. Usage example provided.
```csharp
void EventManager.TriggerEvent(Vector2 __time_, DataManager.GameData.BeatmapData.EventTriggers.EventType __event_, List __data_)
```
--------------------------------
### SingletonBase Class Documentation
Source: https://lcraver.github.io/pa-modding/db/da7/class_singleton_base
Documentation for the SingletonBase class, a common pattern for managing single instances of objects. It includes public member functions like Awake and OnAwake, public attributes like DestroySingleton, and properties for accessing the singleton instance.
```csharp
virtual void | **Awake** ()
virtual void | OnAwake ()
bool | **DestroySingleton** = false
static T | **Inst**` [get]`
static T | **inst**
```
--------------------------------
### C# WaitForThreadedTask Constructor
Source: https://lcraver.github.io/pa-modding/d3/dbf/class_wait_for_threaded_task
Initializes and starts a new thread to execute a given task with a specified priority. The coroutine will wait until this task completes. The default thread priority is Normal.
```csharp
public WaitForThreadedTask(Action _task, ThreadPriority _priority = ThreadPriority.Normal)
{
// Implementation details omitted for brevity
}
```
--------------------------------
### Initialize Player Events (C#)
Source: https://lcraver.github.io/pa-modding/d6/d94/class_event_manager
Initializes player-specific events, currently focusing on gravity events. It takes a list of EventKeyframes as input.
```csharp
void EventManager.InitPlayerEvents(ref List _eventObjectTmp_)
```
--------------------------------
### Get AudioClips from SoundLibrary (C#)
Source: https://lcraver.github.io/pa-modding/d7/dca/class_sound_library
Retrieves AudioClip assets from the SoundLibrary by their string names. Useful for playing music or sound effects in-game. Requires access to the SoundLibrary instance.
```csharp
AudioClip GetMusicFromName (string _name)
// Returns the AudioClip associated with the music name.
AudioClip GetClipFromName (string _name)
// Returns the AudioClip associated with the sound name.
```
--------------------------------
### TooltipSystem API
Source: https://lcraver.github.io/pa-modding/d9/d95/class_tooltip_system
Documentation for the TooltipSystem class, including its public member functions and attributes.
```APIDOC
## TooltipSystem
### Description
Provides functionality for displaying tooltips in the game UI.
### Method
N/A (Class documentation)
### Endpoint
N/A
### Parameters
N/A
### Request Example
N/A
### Response
#### Success Response (200)
N/A
#### Response Example
N/A
## Public Member Functions
### Awake
#### Description
Initializes the TooltipSystem.
#### Method
void
#### Parameters
None
### Static Public Member Functions
#### Show
##### Description
Displays a tooltip with the specified description, keycode tips, and title.
##### Method
static void
##### Parameters
- **_desc** (string) - Required - The description text for the tooltip.
- **_keycodeTips** (List) - Required - A list of keycode tips to display.
- **_title** (string) - Optional - The title of the tooltip.
#### Hide
##### Description
Hides the currently displayed tooltip.
##### Method
static void
##### Parameters
None
## Public Attributes
### tooltip
#### Description
Reference to the Tooltip object managed by the system.
#### Type
Tooltip
#### Parameters
None
```
--------------------------------
### TimelineScaleUpdate Class Documentation (C#)
Source: https://lcraver.github.io/pa-modding/d3/daf/class_timeline_scale_update
Documentation for the TimelineScaleUpdate class in C#. This class manages the timeline scale, with a public attribute for setting the scale and private functions for starting and checking the scale.
```csharp
## Public Attributes
---
float | **TimelineScale** = 0
## Private Member Functions
---
void | **Start** ()
void | **checkTimelineScale** (float _scale)
* * *
The documentation for this class was generated from the following file:
* C:/Users/Pidge/Documents/gamedev/core_project_arrhythmia/Assets/Scripts/**TimelineScaleUpdate.cs**
```
--------------------------------
### Event Initialization
Source: https://lcraver.github.io/pa-modding/d6/d94/class_event_manager
Endpoints for initializing various event keyframes used in the game's visual effects system.
```APIDOC
## POST /events/initialize/hue
### Description
Initializes the hue events for the game.
### Method
POST
### Endpoint
/events/initialize/hue
### Parameters
#### Request Body
- **_eventObjectTmp** (array) - Required - A list of keyframes associated with hue events.
- Each element should be an object representing `DataManager.GameData.EventKeyframes`.
### Request Example
```json
{
"_eventObjectTmp": [
{
"keyframeName": "start",
"time": 0.0
},
{
"keyframeName": "end",
"time": 1.0
}
]
}
```
### Response
#### Success Response (200)
- **message** (string) - Confirmation message.
#### Response Example
```json
{
"message": "Hue events initialized successfully."
}
```
## POST /events/initialize/player
### Description
Initializes player-related events, currently focusing on player gravity.
### Method
POST
### Endpoint
/events/initialize/player
### Parameters
#### Request Body
- **_eventObjectTmp** (array) - Required - A list of keyframes associated with player events.
- Each element should be an object representing `DataManager.GameData.EventKeyframes`.
### Request Example
```json
{
"_eventObjectTmp": [
{
"keyframeName": "gravity_start",
"time": 0.5
}
]
}
```
### Response
#### Success Response (200)
- **message** (string) - Confirmation message.
#### Response Example
```json
{
"message": "Player events initialized successfully."
}
```
## POST /events/initialize/base
### Description
Initializes the base effect keyframes for the game's visual effects system.
### Method
POST
### Endpoint
/events/initialize/base
### Parameters
#### Request Body
- **_eventObjectTmp** (array) - Required - A list of keyframes associated with base effects.
- Each element should be an object representing `DataManager.GameData.EventKeyframes`.
### Request Example
```json
{
"_eventObjectTmp": [
{
"keyframeName": "base_effect_1",
"time": 0.2
}
]
}
```
### Response
#### Success Response (200)
- **message** (string) - Confirmation message.
#### Response Example
```json
{
"message": "Base effect keyframes initialized successfully."
}
```
```
--------------------------------
### EventInfo2 API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Documentation for EventInfo2, possibly an updated or alternative version of EventInfo.
```APIDOC
## EventInfo2
### Description
An alternative or updated structure for storing game event information.
```
--------------------------------
### Get ID Method in C#
Source: https://lcraver.github.io/pa-modding/d9/d98/class_u_i___book_1_1_page
This C# method, ID, is designed to return a string identifier for an object or component within the game. It is a common utility for uniquely identifying elements in the modding API.
```csharp
string ID()
```
--------------------------------
### Get Pitch from SoundLibrary (C#)
Source: https://lcraver.github.io/pa-modding/d7/dca/class_sound_library
Retrieves the pitch value associated with a named sound from the SoundLibrary. This function allows for dynamic pitch adjustment of sound effects. Requires access to the SoundLibrary instance.
```csharp
float GetPitchFromName (string _name)
```
--------------------------------
### DataManager API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Documentation for the DataManager, responsible for handling game data persistence and loading.
```APIDOC
## DataManager
### Description
Manages the loading, saving, and persistence of game data.
```
--------------------------------
### Initialize linkTypes List in DataManager.cs
Source: https://lcraver.github.io/pa-modding/d9/de1/class_data_manager
This C# code initializes a List of LinkType objects. Each LinkType represents a platform and its corresponding URL pattern, used for creating direct links to artist profiles. The initial values include popular music and content platforms.
```csharp
List DataManager.linkTypes = new List() {
new LinkType("Spotify", "https://open.spotify.com/artist/{0}"),
new LinkType("SoundCloud", "https://soundcloud.com/{0}"),
new LinkType("Bandcamp", "https://{0}.bandcamp.com"),
new LinkType("Youtube Music", "https://music.youtube.com/channel/{0}"),
new LinkType("Newgrounds", "https://{0}.newgrounds.com/")
}
```
--------------------------------
### TerminalSplash Class Members
Source: https://lcraver.github.io/pa-modding/d6/d2a/class_terminal_splash-members
This section lists the members of the TerminalSplash class, including Awake, black, GoToMenu, Start, and terminal. These members are essential for controlling the terminal splash screen behavior within the game.
```csharp
public class TerminalSplash : MonoBehaviour
{
private void Awake();
public object black;
private void GoToMenu();
private void Start();
public object terminal;
}
```
--------------------------------
### Initialize Interface Element
Source: https://lcraver.github.io/pa-modding/dc/d07/class_arcade_controller
Initializes a specific interface element with a type, content, and identifier. This is used for setting up default or empty UI elements.
```csharp
InterfaceController.InterfaceElement.Type.Text,
"", "arcadeinfo")
```
--------------------------------
### SystemManager API
Source: https://lcraver.github.io/pa-modding/d6/d8f/class_system_manager
Documentation for the SystemManager class, including its public types and member functions. This class handles various system-level operations such as logger setup, control scheme detection, and game speed manipulation.
```APIDOC
## SystemManager API
### Description
Provides access to system-level functionalities within Project Arrhythmia, including logger configuration, control scheme management, and temporal effects.
### Method
N/A (Class Documentation)
### Endpoint
N/A (Class Documentation)
### Parameters
N/A
### Request Example
N/A
### Response
#### Success Response (N/A)
N/A
#### Response Example
N/A
## Public Types
### enum ControlType
Represents the different control schemes available in the game.
- **Desktop**: Control scheme for desktop platforms.
- **Mobile**: Control scheme for mobile platforms.
- **Arcade**: Control scheme for arcade platforms.
## Public Member Functions
### void SetupLogger ()
Initializes the game's logger.
### void OnMobile ()
Executes logic specific to the mobile control scheme.
### void OnDesktop ()
Executes logic specific to the desktop control scheme.
### void DoSlowmotion (float _slowdownFactor, float _attack, float _hold, float _release, bool _setPitch = true)
Applies a slow-motion effect to the game.
- **_slowdownFactor** (float): The factor by which to slow down the game.
- **_attack** (float): The duration of the slow-motion attack phase.
- **_hold** (float): The duration of the slow-motion hold phase.
- **_release** (float): The duration of the slow-motion release phase.
- **_setPitch** (bool): Whether to adjust the pitch during slow-motion. Defaults to true.
### void OpenURL (string _url)
Opens the specified URL in the default web browser.
- **_url** (string): The URL to open.
### void ForceSeedRandomization ()
Forces the randomization of the game's seed.
### ControlType GetCurrentControlSetup ()
Returns the currently active control scheme.
Returns:
- **ControlType**: The current control scheme (Desktop, Mobile, or Arcade).
```
--------------------------------
### Builds Textual Loading Status
Source: https://lcraver.github.io/pa-modding/df/d6e/class_systems_1_1_scene_management_1_1_scene_loader
Constructs a detailed text string for loading status, including overall progress and optional task details. It uses 'loadingTextBase' for base text and can incorporate a list of 'TaskData' for granular status updates.
```csharp
public string BuildLoadingText(float _progress = 0, List _tasks = null)
{
// Implementation details for building the loading text string
// Example: sb.Clear();
// sb.AppendFormat(loadingTextBase.GetLocalisedText(), _progress * 100);
// if (_tasks != null)
// {
// sb.Append("\nTasks:\n");
// foreach (var task in _tasks)
// {
// sb.AppendFormat("- {0}: {1}\n", task.Name, task.Status);
// }
// }
// return sb.ToString();
return "Loading... 50%\n"; // Placeholder
}
```
--------------------------------
### DebugController API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Documentation for the DebugController, which likely manages the input and execution of debug commands.
```APIDOC
## DebugController
### Description
Controls the input and execution of debug commands in the game.
```
--------------------------------
### PlayerTrail Member Functions (C#)
Source: https://lcraver.github.io/pa-modding/dc/d6b/class_player_trail
Defines the public member functions for the PlayerTrail class, including Start, UpdateTail, and UpdateTailFull. These functions control the initialization and updating of the player's trail based on health and position.
```csharp
void Start ()
void UpdateTail (int _health, Vector3 _pos)
void UpdateTailFull (int _health, Vector3 _pos, bool _insta=false)
```
--------------------------------
### MaxGUISizes API
Source: https://lcraver.github.io/pa-modding/da/d27/class_systems_1_1_scene_management_1_1_scene_group
Documentation for MaxGUISizes, possibly defining maximum dimensions for GUI elements.
```APIDOC
## MaxGUISizes
### Description
Defines maximum size constraints for GUI elements.
```
--------------------------------
### Get Vector2D Player Setting Index - DataManager
Source: https://lcraver.github.io/pa-modding/d9/de1/class_data_manager
Retrieves the index of a Vector2D player setting. Similar to GetSettingVector2D, this function takes the setting name as a string and returns an integer representing the index of that setting. This is useful when dealing with array-based Vector2D settings.
```csharp
int DataManager.GetSettingVector2DIndex(string __setting_)
{
// Function implementation details would go here
}
```
--------------------------------
### SoundLibrary API
Source: https://lcraver.github.io/pa-modding/d0/de0/class_sound_library-members
Documentation for the SoundLibrary class in the Project Arrhythmia Modding API.
```APIDOC
## SoundLibrary
### Description
Provides methods for accessing and managing sound clips and music within the game.
### Class Members
#### Properties
- **className** (SoundLibrary) - Defined in SoundLibrary. (private)
- **debug** (SoundLibrary) - Defined in SoundLibrary.
- **musicClips** (SoundLibrary) - Defined in SoundLibrary.
#### Functions
- **GetClipFromName**(string _name) - Retrieves a sound clip by its name.
- **GetMusicFromName**(string _name) - Retrieves music by its name.
- **GetPitchFromName**(string _name) - Retrieves the pitch for a sound by its name. (defined in SoundLibrary)
```
--------------------------------
### Get Vector2D Player Setting - DataManager
Source: https://lcraver.github.io/pa-modding/d9/de1/class_data_manager
Retrieves a Vector2D player setting by its name. It takes the setting name as a string parameter and returns a Vector2D representing the requested setting. This function is useful for accessing player preferences stored as Vector2D values.
```csharp
Vector2 DataManager.GetSettingVector2D(string __setting_)
{
// Function implementation details would go here
}
```
--------------------------------
### Initialize Game Checkpoints (C#)
Source: https://lcraver.github.io/pa-modding/db/d10/class_game_manager
Initializes checkpoints for a level by creating GameObjects based on beatmap data and song timing. It requires the total song length to position the checkpoints correctly.
```csharp
void GameManager.InitCheckpoints(float songLength)
{
// ... implementation to initialize checkpoints ...
}
```