Class UnitWorkshopWindow
- Namespace
- TDMaker.Editor
- Assembly
- TDMaker.Editor.dll
Unit Workshop (Tools > 2D Tower Defense Maker > Unit Workshop): enemies, heroes, soldiers, towers, projectiles, status effects and spells in one window. A searchable list (create from presets, duplicate, rename, delete, see who uses an asset), an animation preview (art set frames, Faces Left check, health bar, pivot, projectile flight), tabbed flat forms (basics, attacks, mechanic cards, effects and tags, look with bulk frame registration, hero growth, audio, engagement places), computed values that follow the simulation's damage rules, and a sandbox that plays the unit against chosen towers. Edits use Undo; several selected assets of one type are edited together.
public sealed class UnitWorkshopWindow : EditorWindow
- Inheritance
-
ObjectScriptableObjectEditorWindowUnitWorkshopWindow
- Inherited Members
-
EditorWindow.focusedWindowChangedEditorWindow.BeginWindows()EditorWindow.EndWindows()EditorWindow.ShowNotification(GUIContent)EditorWindow.RemoveNotification()EditorWindow.ShowTab()EditorWindow.Focus()EditorWindow.ShowUtility()EditorWindow.ShowPopup()EditorWindow.ShowModalUtility()EditorWindow.ShowAsDropDown(Rect, Vector2)EditorWindow.Show()EditorWindow.ShowAuxWindow()EditorWindow.ShowModal()EditorWindow.GetWindow<T>()EditorWindow.HasOpenInstances<T>()EditorWindow.FocusWindowIfItsOpen<T>()EditorWindow.GetWindowWithRect<T>(Rect)EditorWindow.Close()EditorWindow.Repaint()EditorWindow.SendEvent(Event)EditorWindow.GetExtraPaneTypes()EditorWindow.dataModeControllerEditorWindow.rootVisualElementEditorWindow.overlayCanvasEditorWindow.wantsMouseMoveEditorWindow.wantsMouseEnterLeaveWindowEditorWindow.wantsLessLayoutEventsEditorWindow.autoRepaintOnSceneChangeEditorWindow.maximizedEditorWindow.hasFocusEditorWindow.dockedEditorWindow.focusedWindowEditorWindow.mouseOverWindowEditorWindow.hasUnsavedChangesEditorWindow.saveChangesMessageEditorWindow.minSizeEditorWindow.maxSizeEditorWindow.titleEditorWindow.titleContentEditorWindow.depthBufferBitsEditorWindow.antiAliasEditorWindow.positionEditorWindow.windowFocusChangedScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.FindObjectsByType<T>()Object.FindObjectsByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
UnitWorkshopWindow()
public UnitWorkshopWindow()
Properties
Active
The asset whose details are shown.
public Object Active { get; }
Property Value
- Object
CurrentTab
The visible tab.
public UnitWorkshopWindow.Tab CurrentTab { get; set; }
Property Value
Selected
The selected assets (one type is edited at a time).
public IReadOnlyList<Object> Selected { get; }
Property Value
- IReadOnlyList<Object>
Methods
DiscardChanges()
public override void DiscardChanges()
KindOf(Object)
Family of an asset.
public static UnitWorkshopWindow.Kind KindOf(Object asset)
Parameters
assetObject
Returns
Open()
Opens the Unit Workshop.
[MenuItem("Tools/2D Tower Defense Maker/Unit Workshop", priority = 6)]
public static UnitWorkshopWindow Open()
Returns
Open(Object, Tab)
Opens the Unit Workshop with asset selected on startTab.
public static UnitWorkshopWindow Open(Object asset, UnitWorkshopWindow.Tab startTab = Tab.Basics)
Parameters
assetObjectstartTabUnitWorkshopWindow.Tab
Returns
ResolveArtSet(ArtSet, string, IList<ArtSet>)
The art set to show viewKey with: chosen when it has a drawn entry for the key,
otherwise the first of candidates that has one, otherwise chosen.
public static ArtSet ResolveArtSet(ArtSet chosen, string viewKey, IList<ArtSet> candidates)
Parameters
Returns
RevealCreated(Object)
Refreshes the list and reveals a newly created asset even when old search/tag filters excluded it.
public void RevealCreated(Object asset)
Parameters
assetObject
SaveChanges()
public override void SaveChanges()