Class WeaponLabWindow

Namespace
SurvivorsMaker.Editor
Assembly
SurvivorsMaker.Editor.dll

Weapon Lab: one weapon (and tier) firing over a ring of dummies. Stat sliders change the preview at once; the analysis measures DPS and the density curve (DPS by number of dummies).

public sealed class WeaponLabWindow : MakerToolWindow
Inheritance
Object
ScriptableObject
EditorWindow
WeaponLabWindow
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

WeaponLabWindow()

public WeaponLabWindow()

Properties

Result

public WeaponLabResult Result { get; }

Property Value

WeaponLabResult

Stats

public WeaponLabStats Stats { get; }

Property Value

WeaponLabStats

ToolDescription

protected override string ToolDescription { get; }

Property Value

string

ToolTitle

protected override string ToolTitle { get; }

Property Value

string

Weapon

public WeaponAsset Weapon { get; }

Property Value

WeaponAsset

Methods

BuildBody(VisualElement)

Builds the window's controls under the shared header.

protected override void BuildBody(VisualElement root)

Parameters

root VisualElement

Measure()

Starts headless measurement. Asset conversion stays on the editor thread.

public bool Measure()

Returns

bool

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()

OnUndoRedo()

protected override void OnUndoRedo()

Open()

[MenuItem("Tools/Survivor Roguelite Maker/Weapon Lab", false, 33)]
public static WeaponLabWindow Open()

Returns

WeaponLabWindow

Open(WeaponAsset)

public static WeaponLabWindow Open(WeaponAsset asset)

Parameters

asset WeaponAsset

Returns

WeaponLabWindow

SetWeapon(WeaponAsset)

public void SetWeapon(WeaponAsset value)

Parameters

value WeaponAsset