Class BuildLabWindow
- Namespace
- SurvivorsMaker.Editor
- Assembly
- SurvivorsMaker.Editor.dll
Build Lab: two builds (character, weapons with tiers, repeatable items, level) side by side. Evaluate shows final stats, per-weapon DPS, where each stat comes from and active synergies; Trial plays wave N R times with the fixed build. Builds can be saved to a BuildLabPresets asset.
public sealed class BuildLabWindow : MakerToolWindow
- Inheritance
-
ObjectScriptableObjectEditorWindowBuildLabWindow
- 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.ToString()Object.nameObject.hideFlags
Constructors
BuildLabWindow()
public BuildLabWindow()
Properties
BuildA
public BuildSpec BuildA { get; }
Property Value
BuildB
public BuildSpec BuildB { get; }
Property Value
PanelA
public BuildLabPanel PanelA { get; }
Property Value
PanelB
public BuildLabPanel PanelB { get; }
Property Value
ToolDescription
protected override string ToolDescription { get; }
Property Value
ToolTitle
protected override string ToolTitle { get; }
Property Value
Methods
Add(ContentAssetBase)
Adds a weapon or item to build A, or sets its character.
public void Add(ContentAssetBase asset)
Parameters
assetContentAssetBase
BuildBody(VisualElement)
Builds the window's controls under the shared header.
protected override void BuildBody(VisualElement root)
Parameters
rootVisualElement
Choices(ContentAsset)
Character, weapon (all tiers) and item ids of the content.
public static BuildLabChoices Choices(ContentAsset content)
Parameters
contentContentAsset
Returns
Evaluate(BuildLabPanel)
public bool Evaluate(BuildLabPanel panel)
Parameters
panelBuildLabPanel
Returns
OnClosing()
The window is closing or reloading: stop jobs and timers.
protected override void OnClosing()
OnContextChanged()
Content or settings changed (also after the first build).
protected override void OnContextChanged()
OnUndoRedo()
protected override void OnUndoRedo()
Open()
[MenuItem("Tools/Survivor Roguelite Maker/Build Lab", false, 31)]
public static BuildLabWindow Open()
Returns
Open(ContentAsset, ContentAssetBase)
Opens with asset (weapon, item or character) added to build A.
public static BuildLabWindow Open(ContentAsset content, ContentAssetBase asset)
Parameters
contentContentAssetassetContentAssetBase
Returns
SavePreset(BuildSpec)
public void SavePreset(BuildSpec build)
Parameters
buildBuildSpec
SetPresets(BuildLabPresets)
public void SetPresets(BuildLabPresets value)
Parameters
valueBuildLabPresets
Trial(BuildLabPanel)
public bool Trial(BuildLabPanel panel)
Parameters
panelBuildLabPanel