Class ArtSet

Namespace
TDMaker.Unity.View
Assembly
TDMaker.Unity.dll

A swappable set of sprites keyed by view key (template view keys and projectile view keys). Assign one to an EntityViewRegistry to draw units, towers and projectiles with these sprites instead of the generated primitives; anything without an entry keeps its prefab or primitive look, so partial sets are fine. Swapping the asset swaps the whole look without code changes. Also carries the build plot sprite drawn by LevelView. Create one with Assets/Create/2D Tower Defense Maker/Art Set.

[CreateAssetMenu(menuName = "2D Tower Defense Maker/Art Set", fileName = "ArtSet", order = 41)]
public sealed class ArtSet : ScriptableObject
Inheritance
Object
ScriptableObject
ArtSet
Inherited Members
ScriptableObject.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.name
Object.hideFlags

Constructors

ArtSet()

public ArtSet()

Fields

buildSlot

[Header("Level")]
[Tooltip("Empty build plot sprite (pivot at the plot centre). Empty keeps the generated stone pad.")]
public Sprite buildSlot

Field Value

Sprite

buildSlotScale

[Min(0.01)]
public float buildSlotScale

Field Value

float

drawBuildSlots

[Tooltip("Draw a marker on every build slot. Turn off when the painted map already shows the plots.")]
public bool drawBuildSlots

Field Value

bool

entries

Entries by view key.

public List<ArtSet.Entry> entries

Field Value

List<ArtSet.Entry>

healthBarBack

[Header("Health bars (optional)")]
[Tooltip("Health bar frame drawn behind the fill. Empty keeps the generated bar.")]
public Sprite healthBarBack

Field Value

Sprite

healthBarFill

[Tooltip("Health bar fill (stretched horizontally with the remaining health).")]
public Sprite healthBarFill

Field Value

Sprite

healthBarInset

[Tooltip("Inset of the fill inside the frame, as a fraction of the bar width and height.")]
public Vector2 healthBarInset

Field Value

Vector2

healthBarLow

[Tooltip("Fill used below a third of the health. Empty tints the normal fill.")]
public Sprite healthBarLow

Field Value

Sprite

Methods

TryGet(string, out Entry)

Finds the entry for a view key (entries without a sprite are ignored).

public bool TryGet(string viewKey, out ArtSet.Entry entry)

Parameters

viewKey string
entry ArtSet.Entry

Returns

bool