This is a curated programmer reference, not an exhaustive dump of every class. These are the types you are most likely to use, implement, subscribe to, or deliberately avoid bypassing.
Setup, lifecycle and networking
| Type | Namespace / kind | Use |
|---|
NetworkBootstrap | ...Multiplayer.NGO / runtime component | Single start/stop owner for server, host and client. Owns shutdown and save-authority integration. |
NetworkPlayerSpawner | ...Multiplayer.NGO / server runtime | Spawns authenticated player objects and injects authoritative dependencies. |
NetworkPlayer | ...Multiplayer.NGO / NetworkBehaviour | Primary network player authority/replication component. Implements registered entity, network interactable and combat-target contracts. |
PlayerComposition | ...Multiplayer.NGO / NetworkBehaviour | Player prefab composition/ownership bridge. |
LocalPlayerPresentationBinder | ...Multiplayer.NGO / client component | Binds the locally owned player to camera/UI/presentation and publishes LocalPlayerContext. |
GameplayReadiness | ...Multiplayer.Readiness / readonly struct | Six-gate model for connection through client presentation readiness. |
NetworkTickSynchronizer | ...Multiplayer.NGO / NetworkBehaviour | Replicates authoritative RPG tick timing for client presentation. |
IAuthenticationService | ...Multiplayer.Authentication / interface | Replaceable authentication seam. Current implementation is local username/password. |
Time and movement
| Type | Root | Use |
|---|
TickManager | GreenCloakGames.TileTickMovement.Tick | Authoritative 0.6 second gameplay loop; subscribe to OnTick(long). |
GridManager | Tile Tick Movement | Tile/surface lookup and layered navigation data. |
TilePathService | Tile Tick Movement | Shared path service used by authoritative movement. |
MovementMotor | Tile Tick Movement | Validated tile movement/path execution. |
PlayerMovementAuthority | Core RPG Multiplayer | Server-only adapter from movement intent to grid/occupancy/run/motor. |
Interaction
| Type | Kind | Use |
|---|
IContextActionProvider | Interface | Populate visible context actions. |
WorldObjectInteractable | Runtime component | Authored world object context provider. |
IWorldObjectActionHandler | Interface | Local/shared world action seam with CanExecute/Execute. |
InteractionActionId | Readonly struct | Stable transport-safe string identity for actions; extensible beyond built-ins. |
ServerInteractionPipeline | NetworkBehaviour | Owns server validation, approach, cancellation, staleness and handler dispatch. |
IServerInteractionHandler | Interface | Custom authoritative action execution after shared pipeline validation. |
Core gameplay
| Type | Kind | Use |
|---|
UnitCombat | Runtime component | Combat runtime state and attack/result/projectile events. |
CombatFormulaService | Runtime/service | Shared hit chance, max-hit and hit resolution formulas. |
UnitSkills | Runtime component | XP/level state and progression events. |
IPlayerSkillAction | Interface | Tick-driven long-running skill action seam. |
SimpleInventory | Runtime component | Inventory model and mutation events. Mutate authoritatively. |
UnitEquipment | Runtime component | Equipped state, requirement checks and equipment events. |
PrayerController | Runtime component | Prayer activation, overhead and depletion state. |
RunEnergyController | Runtime component | Authoritative run toggle and energy state. |
BankService | Runtime service | Bank model/session events; networked clients use the authoritative bank session bridge. |
Persistence and travel
| Type | Kind | Use |
|---|
ISaveCoordinator / SaveCoordinator | Interface + implementation | Save/load/storage lifecycle and runtime-state snapshot operations. |
IPlayerSaveModule | Interface | Feature-specific capture/restore extension seam with deterministic restore order. |
PlayerSaveContext | Runtime context | Per-character access to live authoritative player state for save modules. |
NetworkLocationSession | NetworkBehaviour | Server-authoritative location travel, scene restore and arrival lifecycle. |
TravelDestination | Scene/runtime component | Stable arrival point addressed by destination ID. |
Presentation and audio
| Type | Kind | Use |
|---|
LocalPlayerContext | Client context | Safe access to the locally owned player/input request seams. |
AudioManager | Singleton presentation service | Central ID/database-driven music/SFX/UI/ambient audio and volume events. |
AudioDatabase / AudioEntry | ScriptableObject/data | Designer audio identity/configuration. |
Deprecated or internal paths to avoid
PlayerDeathController is obsolete; use the network-authoritative death path.- Do not add a parallel local save/travel/death implementation.
- Do not load player travel scenes independently of
NetworkLocationSession. - Do not write directly to replicated state from UI.
- Do not copy gameplay formulas into RPC classes.
Namespaces are abbreviated in some table cells for readability. Copy exact namespaces from source/IDE when implementing code.