Action
The base class for triggerable actions — channel-based firing, completion broadcasting, and action chaining for lightweight behavior sequencing.
The base class for triggerable actions — channel-based firing, completion broadcasting, and action chaining for lightweight behavior sequencing.
Shared enumeration types used across the GS_Play framework — CurveType for easing curve selection and BooleanConditions for condition evaluation.
The top-level game lifecycle controller — startup sequencing, systemic navigation, standby mode, and debug support.
Pre-built saver components included in GS_Core — ready-to-use entity persistence without writing code.
Abstract base class for all animation tracks — fields, lifecycle, and virtual methods for domain extension.
The singleton options controller — holds the active Input Profile and provides runtime configuration data to game systems.
The central save/load controller — manages save files, triggers global persistence events, and provides data access for all savers.
The singleton level controller — manages a list of stages, handles level loading/unloading, and coordinates staged startup with the Stage Data component.
The base class for entity-level save handlers — override BuildSaveData() and ProcessLoad() to persist any component data automatically.
The per-level anchor component — holds stage configuration, NavMesh references, and runs the level’s staged activation sequence.
Lightweight key-value progression tracking — store and retrieve named integer records without writing a custom saver.
Data assets for input binding configuration — map key bindings to named events, organized into toggleable groups for advanced runtime input control.
The input subsystem — Input Profiles for grouped event-to-binding mappings and Input Readers for processing input in gameplay.
The foundation gem for the GS_Play framework — game lifecycle, save system, stage management, input, actions, and utility libraries.
The foundation gem for the GS_Play framework — game lifecycle, save system, stage management, input, actions, motion animation system, and utility libraries.
The game lifecycle management system — startup sequencing, systemic navigation, and the extensible manager pattern.
How to work with the GS_Play manager system — startup events, game navigation, and standby mode from scripts.
Component that reads input through the active profile and fires named gameplay events, with runtime group toggling and input claiming.
The base class for all game system managers — automatic two-stage initialization and lifecycle integration with the Game Manager.
The playback engine — ticks through tracks, computes per-track progress windows, and manages motion lifecycle.
Three reflection helpers — single-include headers for common and asset serialization, and a generic asset handler template for custom asset types.
40+ easing curve functions for smooth animation and interpolation — organized by family with a CurveType enum for data-driven selection.
The persistence system — save files, load data, and track progression with managers, savers, and record keepers.
How to work with the GS_Play save system — saving game state, loading saves, and tracking progression with the Record Keeper.
Runtime deep-copy motion instance with proxy entity overrides — created from GS_MotionAsset for per-entity playback.
Spring-damper functions for physically-grounded value interpolation — smooth following, overshoot, and settling for floats, vectors, and quaternions.
Multi-stop gradient types for sampling color, float, and vector values over a normalized range — used by motion tracks and feedback effects.
The level navigation system — handles loading, unloading, and staged startup of game levels with exit point traversal.
How to work with the GS_Play stage management system — level loading, stage transitions, exit points, and stage data.
Abstract base for motion data assets — holds track definitions and creates runtime composites.
Utility functions for finding entities in the scene by name — runtime entity lookup without maintaining manual references.
Track-based animation and tween system — abstract base classes for motions, tracks, composites, assets, and proxies with a domain extension pattern.
How to work with the GS_Play options system — input profiles, input groups, and runtime binding management.
Serialized struct for track-to-entity redirection — allows designers to target named tracks at different entities.
Angle and orientation math — sector mapping, yaw extraction, quaternion conversion, and hysteresis for directional classification.
How to work with the GS_Play action system — triggerable, composable behaviors that fire from scripts, triggers, or code.
The configuration system — input profiles, input readers, and runtime settings management for gameplay and accessibility.
Core framework systems — the GS_Motion track-based animation engine and the GS_Actions triggerable behavior system.
Core framework systems — the GS_Actions triggerable behavior system and the GS_Motion track-based animation engine.
How to work with GS_Motion — the track-based animation and tween system that powers UI transitions, feedback effects, and custom animations.
Utility functions for O3DE spline queries — closest point, fraction, and local/world space conversion by entity ID.
Base class and component for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
General-purpose components and math helpers — physics triggers, easing curves, spring dampers, gradients, splines, and more.
A collection of utility libraries — easing curves, spring dampers, physics trigger volumes, gradients, and entity helpers.
Weighted random selection — pick a key from a weighted map with probability proportional to each entry’s float weight.
A utility system for triggerable single-purpose actions — fire discrete behaviors from any system without recoding logic for each component.
ClassWizard templates for GS_Core — manager components, save system savers, input readers, and physics trigger volumes.
Pre-built actions included in GS_Core — ready-to-use triggerable behaviors for common game functionality.