Class ContentAsset

Namespace
SurvivorsMaker.Data
Assembly
SurvivorsMaker.Data.dll

Inspector-authored content data converted to a cached runtime definition.

[CreateAssetMenu(menuName = "Survivor Roguelite Maker/Content/Content", fileName = "Content")]
public sealed class ContentAsset : ContentDefinitionAsset<RunContent>
Inheritance
Object
ScriptableObject
ContentAsset
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.ToString()
Object.name
Object.hideFlags

Constructors

ContentAsset()

public ContentAsset()

Fields

Arenas

Playable arenas; index 0 is the default arena when none is requested.

[Tooltip("Playable arenas; index 0 is the default arena when none is requested.")]
public List<ArenaAsset> Arenas

Field Value

List<ArenaAsset>

Characters

Playable character catalog, in selection order.

[Tooltip("Playable character catalog, in selection order.")]
public List<CharacterAsset> Characters

Field Value

List<CharacterAsset>

Enemies

Enemy catalog and conversion roots, in authored order.

[Tooltip("Enemy catalog and conversion roots, in authored order.")]
public List<EnemyAsset> Enemies

Field Value

List<EnemyAsset>

Items

Item and upgrade catalog, in authored order.

[Tooltip("Item and upgrade catalog, in authored order.")]
public List<ItemAsset> Items

Field Value

List<ItemAsset>

Sets

Set catalog and conversion roots, in authored order.

[Tooltip("Set catalog and conversion roots, in authored order.")]
public List<SetAsset> Sets

Field Value

List<SetAsset>

Settings

Default run and simulation settings. Unassigned uses runtime defaults.

[Tooltip("Default run and simulation settings. Unassigned uses runtime defaults.")]
public GameSettingsAsset Settings

Field Value

GameSettingsAsset

Stats

Required stat catalog; ids must be nonempty and unique.

[Tooltip("Required stat catalog; ids must be nonempty and unique.")]
public StatCatalogAsset Stats

Field Value

StatCatalogAsset

Unlocks

Progression unlock rules. Empty = no progression-gated unlocks.

[Tooltip("Progression unlock rules. Empty = no progression-gated unlocks.")]
public List<UnlockDef> Unlocks

Field Value

List<UnlockDef>

Waves

Wave conversion roots; arena wave lists determine actual play order.

[Tooltip("Wave conversion roots; arena wave lists determine actual play order.")]
public List<WaveAsset> Waves

Field Value

List<WaveAsset>

Weapons

Weapon catalog and conversion roots, in authored order.

[Tooltip("Weapon catalog and conversion roots, in authored order.")]
public List<WeaponAsset> Weapons

Field Value

List<WeaponAsset>

Methods

BuildRunContent()

Preserves authored order and shares each referenced asset's cached definition.

public RunContent BuildRunContent()

Returns

RunContent

BuildTextTable()

Display names, descriptions and localization keys of every character, weapon, item (upgrades included), set and enemy this content reaches (also through waves, tiers and summons). Cached until an asset changes.

public ContentTextTable BuildTextTable()

Returns

ContentTextTable

Populate(RunContent)

Fills the already-cached definition shell; resolve asset references through their conversion caches.

protected override void Populate(RunContent content)

Parameters

content RunContent

Validate()

Returns authoring problems without repairing or changing serialized fields; an empty list means valid.

public override List<string> Validate()

Returns

List<string>