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Copy file name to clipboardExpand all lines: Documentation~/articles/data-structures.md
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# Data Structures
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The **Architecture Toolkit** contains various data structures that may be useful throughout a project. All of the following data structures are available in the package:
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The **Architecture Toolkit** contains various data structures that may be useful throughout a project. The following data structures are available in the package:
Ranges allow you to specify a lower and upper bound which can then be used for a multitude of purposes including clamping values, interpolating numbers, generating random values, and more.
-[Bitmask](/api/Zigurous.Architecture/Bitmask) - A bitmask representation that can be used for bitwise operations.
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-[Bool3](/api/Zigurous.Architecture/Bool3) - Stores a tuple of 3 booleans
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-[GridSize](/api/Zigurous.Architecture/GridSize) - Stores the size of a grid as rows and columns.
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-[Quantity\<T\>](/api/Zigurous.Architecture/Quantity-1) - Stores a quantity of a given entity type
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-[Registry\<T\>](/api/Zigurous.Architecture/RegisteredList-1) - Manages a list of unique items and invokes callbacks when an item is added or removed from the list.
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-[Registry\<T\>](/api/Zigurous.Architecture/Registry-1) - Manages a list of unique items and invokes callbacks when an item is added or removed from the list.
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-[RuntimeSet\<T\>](/api/Zigurous.Architecture/RuntimeSet-1) - A ScriptableObject that stores a list of items. A project asset can be created for the runtime set so it can be referenced throughout the application, but the items are added and removed at runtime.
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-[Size](/api/Zigurous.Architecture/Size) - Stores the size of an entity as a width and height
Copy file name to clipboardExpand all lines: Documentation~/articles/events.md
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Events are powerful tool provided by Unity. The **Architecture Toolkit** extends this system by allowing events to be saved as ScriptableObjects. This means the same event can be referenced and listened to by multiple systems throughout the project.
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<br/>
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### Game Event
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An event can be created through the Asset menu, `Zigurous > Events > Game Event`. There are no properties on an event, but they can be extended further with subclasses if needed. See the [GameEvent](/api/Zigurous.Architecture/GameEvent) Scripting API.
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<hr/>
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### Game Event Listener
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A [GameEventListener](/api/Zigurous.Architecture/GameEventListener) component can be added to any game object that needs to listen for an event. This is a class that derives from `MonoBehaviour` and will register and unregister itself as a listener for the specified event. The listener also declares a standard `UnityEvent` response property that is invoked when the event is raised.
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<hr/>
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### Event Reference
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The [EventReference](/api/Zigurous.Architecture/EventReference) class allows a `UnityEvent` or `GameEvent` to be referenced. The option to switch between the two choices is available in the editor. Anywhere you might declare a variable as a `UnityEvent` or a `GameEvent` consider declaring it as an `EventReference` for more flexibility.
Copy file name to clipboardExpand all lines: Documentation~/articles/extensions.md
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# Extension Methods
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The **Architecture Toolkit** contains hundreds of extension methods that provide enhanced support for common container types and Unity classes. Extension methods are available for the following types:
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The **Architecture Toolkit** contains hundreds of extension methods to provide enhanced support for common container types and Unity classes. See the Scripting API for more information:
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