Class GameSceneWizard

Namespace
SurvivorsMaker.Editor
Assembly
SurvivorsMaker.Editor.dll

Creates a playable scene: a "Game" object with SurvivorsSceneBootstrap, SurvivorsGame, GameProfile and input; an orthographic camera; an EventSystem; and a floor sized to the first arena. The world view and UI are created by the bootstrap when the game starts.

public sealed class GameSceneWizard : EditorWindow
Inheritance
Object
ScriptableObject
EditorWindow
GameSceneWizard
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

GameSceneWizard()

public GameSceneWizard()

Fields

EventSystemType

public const string EventSystemType = "UnityEngine.EventSystems.EventSystem, UnityEngine.UI"

Field Value

string

InputModuleType

public const string InputModuleType = "UnityEngine.InputSystem.UI.InputSystemUIInputModule, Unity.InputSystem"

Field Value

string

LegacyInputModuleType

public const string LegacyInputModuleType = "UnityEngine.EventSystems.StandaloneInputModule, UnityEngine.UI"

Field Value

string

Methods

ArenaSize(ContentAsset)

The arena size the floor covers: the content's first arena, else the arena defaults.

public static Vector2 ArenaSize(ContentAsset content)

Parameters

content ContentAsset

Returns

Vector2

Create(GameSceneOptions)

public static GameSceneResult Create(GameSceneOptions options)

Parameters

options GameSceneOptions

Returns

GameSceneResult

CreateGUI()

public void CreateGUI()

Open()

[MenuItem("Tools/Survivor Roguelite Maker/Create Game Scene...", false, 1)]
public static void Open()

Open(ContentAsset, ViewCatalogAsset, SoundCatalogAsset, string)

Opens the wizard with a content (used after New Game Project).

public static void Open(ContentAsset value, ViewCatalogAsset viewCatalog, SoundCatalogAsset soundCatalog, string path)

Parameters

value ContentAsset
viewCatalog ViewCatalogAsset
soundCatalog SoundCatalogAsset
path string