Class MakerAssetEditor

Namespace
SurvivorsMaker.Editor
Assembly
SurvivorsMaker.Editor.dll
public abstract class MakerAssetEditor : Editor
Inheritance
Object
ScriptableObject
Editor
MakerAssetEditor
Derived
Inherited Members
Editor.SaveChanges()
Editor.DiscardChanges()
Editor.CreateEditorWithContext(Object[], Object)
Editor.CreateEditor(Object)
Editor.CreateEditor(Object[])
Editor.DrawDefaultInspector()
Editor.Repaint()
Editor.OnInspectorGUI()
Editor.CreateInspectorGUI()
Editor.RequiresConstantRepaint()
Editor.DrawHeader()
Editor.OnHeaderGUI()
Editor.ShouldHideOpenButton()
Editor.DrawFoldoutInspector(Object, ref Editor)
Editor.HasPreviewGUI()
Editor.CreatePreview(VisualElement)
Editor.GetPreviewTitle()
Editor.OnPreviewGUI(Rect, GUIStyle)
Editor.OnInteractivePreviewGUI(Rect, GUIStyle)
Editor.OnPreviewSettings()
Editor.GetInfoString()
Editor.DrawPreview(Rect)
Editor.ReloadPreviewInstances()
Editor.UseDefaultMargins()
Editor.MoveNextTarget()
Editor.ResetTarget()
Editor.hasUnsavedChanges
Editor.saveChangesMessage
Editor.target
Editor.targets
Editor.serializedObject
Editor.finishedDefaultHeaderGUI
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

MakerAssetEditor()

protected MakerAssetEditor()

Methods

Begin(string)

protected VisualElement Begin(string title)

Parameters

title string

Returns

VisualElement

EffectSummary(VisualElement, Func<List<EffectEntry>>)

protected void EffectSummary(VisualElement root, Func<List<EffectEntry>> effects)

Parameters

root VisualElement
effects Func<List<EffectEntry>>

Issues()

The asset's own Validate() issues. Override for assets that are not content definitions.

protected virtual List<string> Issues()

Returns

List<string>

OfferPool(VisualElement, params string[])

Tags, bundles (pool groups) and the opt-in acquisition policy shared by items and weapons. With the toggle off the definition keeps legacy eligibility; on, only the listed channels offer it.

protected void OfferPool(VisualElement root, params string[] extra)

Parameters

root VisualElement
extra string[]

Triggers(VisualElement)

"When X, with chance C, do Y" entries. Skipped when the asset has no Triggers field.

protected void Triggers(VisualElement root)

Parameters

root VisualElement

Validation(VisualElement)

Validate() issues as help boxes, placed at the top of the inspector (right after the header).

protected void Validation(VisualElement root)

Parameters

root VisualElement

Watch(VisualElement, Action)

protected void Watch(VisualElement root, Action refresh)

Parameters

root VisualElement
refresh Action