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
-
ObjectScriptableObjectContentAsset
- 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.nameObject.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
Characters
Playable character catalog, in selection order.
[Tooltip("Playable character catalog, in selection order.")]
public List<CharacterAsset> Characters
Field Value
Enemies
Enemy catalog and conversion roots, in authored order.
[Tooltip("Enemy catalog and conversion roots, in authored order.")]
public List<EnemyAsset> Enemies
Field Value
Items
Item and upgrade catalog, in authored order.
[Tooltip("Item and upgrade catalog, in authored order.")]
public List<ItemAsset> Items
Field Value
Sets
Set catalog and conversion roots, in authored order.
[Tooltip("Set catalog and conversion roots, in authored order.")]
public List<SetAsset> Sets
Field Value
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
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
Unlocks
Progression unlock rules. Empty = no progression-gated unlocks.
[Tooltip("Progression unlock rules. Empty = no progression-gated unlocks.")]
public List<UnlockDef> Unlocks
Field Value
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
Weapons
Weapon catalog and conversion roots, in authored order.
[Tooltip("Weapon catalog and conversion roots, in authored order.")]
public List<WeaponAsset> Weapons
Field Value
Methods
BuildRunContent()
Preserves authored order and shares each referenced asset's cached definition.
public RunContent BuildRunContent()
Returns
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
Populate(RunContent)
Fills the already-cached definition shell; resolve asset references through their conversion caches.
protected override void Populate(RunContent content)
Parameters
contentRunContent
Validate()
Returns authoring problems without repairing or changing serialized fields; an empty list means valid.
public override List<string> Validate()