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
-
ObjectScriptableObjectEditorWindowWeaponLabWindow
- 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
WeaponLabWindow()
public WeaponLabWindow()
Properties
Result
public WeaponLabResult Result { get; }
Property Value
Stats
public WeaponLabStats Stats { get; }
Property Value
ToolDescription
protected override string ToolDescription { get; }
Property Value
ToolTitle
protected override string ToolTitle { get; }
Property Value
Weapon
public WeaponAsset Weapon { get; }
Property Value
Methods
BuildBody(VisualElement)
Builds the window's controls under the shared header.
protected override void BuildBody(VisualElement root)
Parameters
rootVisualElement
Measure()
Starts headless measurement. Asset conversion stays on the editor thread.
public bool Measure()
Returns
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
Open(WeaponAsset)
public static WeaponLabWindow Open(WeaponAsset asset)
Parameters
assetWeaponAsset
Returns
SetWeapon(WeaponAsset)
public void SetWeapon(WeaponAsset value)
Parameters
valueWeaponAsset