Class WaveTimelineWindow
- Namespace
- TDMaker.Editor
- Assembly
- TDMaker.Editor.dll
Timeline editor for WaveSetAssets. Each wave group is a row (sorted by path); each spawn entry is a bar from its start delay to its last wait, with a tick per spawn, colored by enemy. Drag bars to change delays, drag the right edge to change the interval (Shift: count), and edit the selection in the side inspector. With Follow on it shows the waves of the selected Wave Set / Level asset, or of the Level Authoring selected in (or present in) the open scene.
public sealed class WaveTimelineWindow : EditorWindow
- Inheritance
-
ObjectScriptableObjectEditorWindowWaveTimelineWindow
- 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.SaveChanges()EditorWindow.DiscardChanges()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
WaveTimelineWindow()
public WaveTimelineWindow()
Methods
AddEntryForEnemy(WaveSetAsset, WaveData, int, float, EnemyAsset)
Adds a spawn entry only after the picker has selected its enemy. Undo restores the previous group.
public void AddEntryForEnemy(WaveSetAsset waves, WaveData data, int groupIndex, float atTime, EnemyAsset enemy)
Parameters
wavesWaveSetAssetdataWaveDatagroupIndexintatTimefloatenemyEnemyAsset
Open(Object)
Opens the window for a WaveSetAsset or LevelAsset.
public static WaveTimelineWindow Open(Object target)
Parameters
targetObject
Returns
ShowWindow()
Opens the window for the current selection.
[MenuItem("Tools/2D Tower Defense Maker/Wave Timeline", priority = 10)]
public static void ShowWindow()