Class HordePreviewWindow

Namespace
SurvivorsMaker.Editor
Assembly
SurvivorsMaker.Editor.dll

Horde Preview: plays one wave headless and scrubs the recorded frames. Enemy dots are colored per definition, elites ringed, bosses outlined; a density map shows where the crowd gathers.

public sealed class HordePreviewWindow : MakerToolWindow
Inheritance
Object
ScriptableObject
EditorWindow
HordePreviewWindow
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

HordePreviewWindow()

public HordePreviewWindow()

Properties

FrameIndex

public int FrameIndex { get; }

Property Value

int

Playback

public WavePlayback Playback { get; }

Property Value

WavePlayback

ToolDescription

protected override string ToolDescription { get; }

Property Value

string

ToolTitle

protected override string ToolTitle { get; }

Property Value

string

Methods

BuildBody(VisualElement)

Builds the window's controls under the shared header.

protected override void BuildBody(VisualElement root)

Parameters

root VisualElement

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()

Open()

[MenuItem("Tools/Survivor Roguelite Maker/Horde Preview", false, 32)]
public static HordePreviewWindow Open()

Returns

HordePreviewWindow

Open(ContentAsset, WaveAsset)

Opens on a wave; the content and arena are found from the project when not given. Runs right away when possible.

public static HordePreviewWindow Open(ContentAsset content, WaveAsset waveAsset)

Parameters

content ContentAsset
waveAsset WaveAsset

Returns

HordePreviewWindow

Run()

public bool Run()

Returns

bool

Seek(float)

Jumps to a time in seconds (clamped).

public void Seek(float seconds)

Parameters

seconds float

SetWave(ContentAsset, WaveAsset, bool)

Points the window at a wave asset. With run, plays it when the analysis is available.

public void SetWave(ContentAsset owner, WaveAsset waveAsset, bool run)

Parameters

owner ContentAsset
waveAsset WaveAsset
run bool

ShowPlayback(WavePlayback)

Shows a recorded playback (also used by tests).

public void ShowPlayback(WavePlayback playback)

Parameters

playback WavePlayback

StarterBuild(ContentAsset)

First character with its first starting weapon (the default fight-back build).

public static BuildSpec StarterBuild(ContentAsset content)

Parameters

content ContentAsset

Returns

BuildSpec