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
Object
ScriptableObject
EditorWindow
BuildLabWindow
Inherited Members
EditorWindow.focusedWindowChanged
EditorWindow.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.dataModeController
EditorWindow.rootVisualElement
EditorWindow.overlayCanvas
EditorWindow.wantsMouseMove
EditorWindow.wantsMouseEnterLeaveWindow
EditorWindow.wantsLessLayoutEvents
EditorWindow.autoRepaintOnSceneChange
EditorWindow.maximized
EditorWindow.hasFocus
EditorWindow.docked
EditorWindow.focusedWindow
EditorWindow.mouseOverWindow
EditorWindow.hasUnsavedChanges
EditorWindow.saveChangesMessage
EditorWindow.minSize
EditorWindow.maxSize
EditorWindow.title
EditorWindow.titleContent
EditorWindow.depthBufferBits
EditorWindow.antiAlias
EditorWindow.position
EditorWindow.windowFocusChanged
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

BuildLabWindow()

public BuildLabWindow()

Properties

BuildA

public BuildSpec BuildA { get; }

Property Value

BuildSpec

BuildB

public BuildSpec BuildB { get; }

Property Value

BuildSpec

PanelA

public BuildLabPanel PanelA { get; }

Property Value

BuildLabPanel

PanelB

public BuildLabPanel PanelB { get; }

Property Value

BuildLabPanel

ToolDescription

protected override string ToolDescription { get; }

Property Value

string

ToolTitle

protected override string ToolTitle { get; }

Property Value

string

Methods

Add(ContentAssetBase)

Adds a weapon or item to build A, or sets its character.

public void Add(ContentAssetBase asset)

Parameters

asset ContentAssetBase

BuildBody(VisualElement)

Builds the window's controls under the shared header.

protected override void BuildBody(VisualElement root)

Parameters

root VisualElement

Choices(ContentAsset)

Character, weapon (all tiers) and item ids of the content.

public static BuildLabChoices Choices(ContentAsset content)

Parameters

content ContentAsset

Returns

BuildLabChoices

Evaluate(BuildLabPanel)

public bool Evaluate(BuildLabPanel panel)

Parameters

panel BuildLabPanel

Returns

bool

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

BuildLabWindow

Open(ContentAsset, ContentAssetBase)

Opens with asset (weapon, item or character) added to build A.

public static BuildLabWindow Open(ContentAsset content, ContentAssetBase asset)

Parameters

content ContentAsset
asset ContentAssetBase

Returns

BuildLabWindow

SavePreset(BuildSpec)

public void SavePreset(BuildSpec build)

Parameters

build BuildSpec

SetPresets(BuildLabPresets)

public void SetPresets(BuildLabPresets value)

Parameters

value BuildLabPresets

Trial(BuildLabPanel)

public bool Trial(BuildLabPanel panel)

Parameters

panel BuildLabPanel

Returns

bool