| ActionBindings |
Named, rebindable input actions — the configurable way for host-defined and scripted code (e.g. Lua's input:IsActionPressed) to read input, so it flows through the same binding configuration as every other tick input rather than polling raw keys. Unlike the fixed per-feature bindings (NavigationBindings, TextboxBindings, …) the action set is \<b>user-defined\</b>: the host keys actions in by name from C# (see LegacyActionBindings / InputSystemActionBindings), and callers query them by that name. Abstract — concrete backends bind native keys and read input directly, so there is no cross-system translation. |
| AnimationContext |
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| AnimationContextEnter |
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| AnimationContextEvent |
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| AnimationContextEventBase |
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| AnimationContextInit |
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| AnimationContextLeave |
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| AnimationContextProperty<T> |
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| BaseGameUI |
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| BatchCommand |
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| Character |
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| ColorExtensions |
UnityEngine.Color helpers used across the Tick UI public surface and the bundled samples. |
| CompositeResourceProvider |
Resource provider that walks an ordered list of inner providers on every TryGetFont(string, int, Font) / TryGetImage(string, Texture) / TryGetShader(string, Shader) lookup, returning the first hit. Index 0 has the highest priority; later entries act as progressively lower-priority fallbacks. Null entries in the list are silently skipped. Typical wiring: BaseGameUI builds a composite by adding the user-supplied providers (in inspector order) followed by the bundled DefaultTickConfig. Game code with a reference to the composite can Push(IGUIResourceProvider) additional providers at runtime (e.g. activating a localisation pack) and Remove(IGUIResourceProvider) them later. |
| ConsoleBindings |
Bindings for the debug Console widget. All actions are pressed-this-frame semantics. |
| Curves |
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| DebuggerBindings |
Bindings for the built-in debugger overlay. Toggle() is pressed-this-frame; LockClickThroughHeld() reports whether the lock modifier is currently held; Interlude.Tick.DebuggerBindings.InspectElementHeld reports whether the inspect-element modifier is held — while held, the next left-click jumps to the source line that pushed the rect under the mouse, regardless of debugger visibility. |
| DrawCommand |
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| Drawer |
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| EarClipTriangulator |
Ear-clipping triangulator for simple 2D polygons. Input: List<Vector2> defining the polygon outline (CW or CCW). Output: Unity Mesh with triangles on the XY plane. |
| Font |
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| FontAsset |
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| GUIResourceProvider |
A serialized store of the images, sprites, fonts, and shaders a UI draws by name. Its sole runtime job is to hold that data and answer TryGet* lookups. The editor-time authoring workflow (populating the lists from a folder, copying textures, de-duplicating) lives in GUIResourceProviderEditor, not on the asset itself. |
| InputLegacy |
IInput implementation that reads from the legacy UnityEngine.Input API. Active when ENABLE_INPUT_SYSTEM is not defined. |
| InputSystemActionBindings |
Input System-backend action bindings. Each named action maps to one or more InputSystemKeyBindings (any one fires it). The implicit UnityEngine.InputSystem.Key conversion keeps the common case terse: `...` |
| InputSystemConsoleBindings |
Input System-backend console bindings. Each action is a list of InputSystemKeyBindings — any UnityEngine.InputSystem.Key plus optional modifier mask. |
| InputSystemDebuggerBindings |
Input System-backend debugger overlay bindings. Each action is a list of InputSystemKeyBindings — any UnityEngine.InputSystem.Key plus optional modifier mask. |
| InputSystemNavigationBindings |
Navigation bindings for the Input System backend. Each action binds a list of InputSystemControls (keyboard keys and/or gamepad buttons, including the D-pad), read directly from Keyboard.current / Gamepad.current — no setup and no key translation. The analog sticks have no UnityEngine.InputSystem.LowLevel.GamepadButton entry, so they are read directly from Gamepad.current.leftStick / rightStick when the matching Use* toggle is set. The left stick is on by default (the usual menu convention); the right stick is off because games usually bind it to the camera. Each stick produces a single edge per crossing of the threshold so holding does not auto-repeat. |
| InputSystemProvider |
IInput implementation that reads from the Unity Input System. Active when ENABLE_INPUT_SYSTEM is defined. |
| InputSystemTextboxBindings |
Input System-backend textbox bindings. Each action is a list of InputSystemKeyBindings — any UnityEngine.InputSystem.Key plus optional modifier mask. |
| LegacyActionBindings |
Legacy-backend action bindings. Each named action maps to one or more LegacyKeyBindings (any one fires it). The implicit UnityEngine.KeyCode conversion keeps the common case terse: `...` |
| LegacyConsoleBindings |
Legacy-backend console bindings. Each action is a list of LegacyKeyBindings — any UnityEngine.KeyCode plus optional modifier mask. |
| LegacyDebuggerBindings |
Legacy-backend debugger overlay bindings. Each action is a list of LegacyKeyBindings — any UnityEngine.KeyCode plus optional modifier mask. |
| LegacyNavigationBindings |
Navigation bindings for the legacy UnityEngine.Input backend. Each action binds a list of UnityEngine.KeyCodes — any key, including JoystickButton0–19 for controller buttons. Sticks and the D-pad have no UnityEngine.KeyCode, so they are read from project-defined Input Manager axes and mapped to the four directions when their respective Use* toggle is set. Add the axes under Project Settings > Input Manager; if they are absent the source is skipped after a single warning. The D-pad is on by default. Left- and right-stick are off by default because Unity's stock Horizontal / Vertical axes cover both WASD and the left stick, which would make character movement double as menu navigation. Opt in with axis names you own and don't share with gameplay (for example NavLeftStickH / NavLeftStickV). |
| LegacyTextboxBindings |
Legacy-backend textbox bindings. Each action is a list of LegacyKeyBindings — any UnityEngine.KeyCode plus optional modifier mask. |
| NavigationBindings |
Maps the navigation actions — directional moves, confirm and cancel — to physical inputs, and reports each frame whether they fired. This is abstract because the legacy UnityEngine.Input backend and the Input System share no key type; each has its own concrete subclass that binds and reads input natively, so there is no cross-system key translation: ... Assign through Interlude.Tick.InputBindings.Navigation or SetBindings(InputBindings); use Default for the backend-appropriate defaults. |
| Path |
Fluent path builder. Accumulates a closed polygonal outline with optional per-vertex corner rounding. Pass to FillPath(Path, Color) for rendering via the EarClip triangulator. Example: `...` Reuse a single instance across frames by calling Clear() between builds to avoid re-allocating the backing list. |
| RectangleBatcher |
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| RectExtensionMethods |
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| SegmentBatcher |
Instances thick-line draws (DrawCommand.DrawType.Segment) into one DrawMeshInstancedProcedural call per batch. Mirrors RectangleBatcher. |
| ShapeBatcher |
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| TextboxBindings |
Bindings for the textbox widget. Abstract — concrete subclasses (LegacyTextboxBindings / InputSystemTextboxBindings) bind native keys and read input directly so there is no cross-system translation. All actions are pressed-this-frame semantics. Submit() triggers when the configured submit key fires (e.g. Return). Modifiers (Ctrl / Shift / Alt) are part of each binding so the standard shortcuts (Ctrl+C / Ctrl+V / …) can be rebound or moved to Cmd on macOS. |
| TickRecorder |
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| TickRenderPass |
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| TickRenderTextureInjector |
Drives an TickRecorder to render its output into a UnityEngine.RenderTexture each frame, instead of onto a camera target. Use this to display Tick UI on an in-world surface: assign a material that samples the RenderTexture to a quad or screen mesh in the scene, and the UI appears on it. Pipeline-agnostic. The injector does not hook into a camera; it executes its CommandBuffer directly each LateUpdate, after the recorder's DoUI has run. |
| Timer |
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| UI |
Parameter-assertion helpers for the UI partial class. All entry points are stripped from non-editor builds via [Conditional("UNITY_EDITOR")] so the call sites compile to nothing in shipping builds — zero runtime cost. |
| Util |
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