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
-
ObjectScriptableObjectEditorWindowHordePreviewWindow
- 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
HordePreviewWindow()
public HordePreviewWindow()
Properties
FrameIndex
public int FrameIndex { get; }
Property Value
Playback
public WavePlayback Playback { get; }
Property Value
ToolDescription
protected override string ToolDescription { get; }
Property Value
ToolTitle
protected override string ToolTitle { get; }
Property Value
Methods
BuildBody(VisualElement)
Builds the window's controls under the shared header.
protected override void BuildBody(VisualElement root)
Parameters
rootVisualElement
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
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
contentContentAssetwaveAssetWaveAsset
Returns
Run()
public bool Run()
Returns
Seek(float)
Jumps to a time in seconds (clamped).
public void Seek(float seconds)
Parameters
secondsfloat
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
ownerContentAssetwaveAssetWaveAssetrunbool
ShowPlayback(WavePlayback)
Shows a recorded playback (also used by tests).
public void ShowPlayback(WavePlayback playback)
Parameters
playbackWavePlayback
StarterBuild(ContentAsset)
First character with its first starting weapon (the default fight-back build).
public static BuildSpec StarterBuild(ContentAsset content)
Parameters
contentContentAsset