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
-
ObjectScriptableObjectEditorWindowGameSceneWizard
- 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
GameSceneWizard()
public GameSceneWizard()
Fields
EventSystemType
public const string EventSystemType = "UnityEngine.EventSystems.EventSystem, UnityEngine.UI"
Field Value
InputModuleType
public const string InputModuleType = "UnityEngine.InputSystem.UI.InputSystemUIInputModule, Unity.InputSystem"
Field Value
LegacyInputModuleType
public const string LegacyInputModuleType = "UnityEngine.EventSystems.StandaloneInputModule, UnityEngine.UI"
Field Value
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
contentContentAsset
Returns
- Vector2
Create(GameSceneOptions)
public static GameSceneResult Create(GameSceneOptions options)
Parameters
optionsGameSceneOptions
Returns
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
valueContentAssetviewCatalogViewCatalogAssetsoundCatalogSoundCatalogAssetpathstring