Class WeaponTierTools
- Namespace
- SurvivorsMaker.Editor
- Assembly
- SurvivorsMaker.Editor.dll
public static class WeaponTierTools
- Inheritance
-
WeaponTierTools
- Inherited Members
Methods
CanCreate(WeaponAsset, int, float, out string)
public static bool CanCreate(WeaponAsset source, int price, float damageMultiplier, out string issue)
Parameters
sourceWeaponAssetpriceintdamageMultiplierfloatissuestring
Returns
CanCreateTier(WeaponAsset, NextTierCreationSettings, out string)
public static bool CanCreateTier(WeaponAsset source, NextTierCreationSettings settings, out string issue)
Parameters
sourceWeaponAssetsettingsNextTierCreationSettingsissuestring
Returns
Chain(WeaponAsset, IEnumerable<WeaponAsset>, out bool, out bool)
Finds incoming NextTier links before following the entire chain, including the selected tier.
public static List<WeaponAsset> Chain(WeaponAsset selected, IEnumerable<WeaponAsset> candidates, out bool cycle, out bool branches)
Parameters
selectedWeaponAssetcandidatesIEnumerable<WeaponAsset>cycleboolbranchesbool
Returns
CreateNextTier(WeaponAsset, string, NextTierCreationSettings)
Creates the next tier as a new asset and links it from source, all as one undo step. The tier
takes Tier + 1, an id "<family>_<tier>" and scaled numbers; its name and description stay empty so the
UI inherits the previous tier's text. Optionally registers it next to the source in content lists and copies the
source's view entry. Never overwrites a file or an existing NextTier link.
public static WeaponAsset CreateNextTier(WeaponAsset source, string requestedPath, NextTierCreationSettings settings)
Parameters
sourceWeaponAssetrequestedPathstringsettingsNextTierCreationSettings
Returns
CreateNextTier(WeaponAsset, string, int, float)
Legacy entry: explicit price and damage multiplier, everything else unchanged.
public static WeaponAsset CreateNextTier(WeaponAsset source, string requestedPath, int price, float damageMultiplier)
Parameters
sourceWeaponAssetrequestedPathstringpriceintdamageMultiplierfloat
Returns
FamilyId(string, int)
The id without its tier suffix: "blade_0" at tier 0 → "blade". Matches TieredName(string, int, UiStrings), which hides a separate numeric suffix equal to the zero-based tier.
public static string FamilyId(string id, int tier)
Parameters
Returns
NextTierId(WeaponAsset, ICollection<string>)
"<family id>_<zero-based tier>", made unique against taken by extending the family part.
public static string NextTierId(WeaponAsset source, ICollection<string> taken)
Parameters
sourceWeaponAssettakenICollection<string>
Returns
NextTierName(WeaponAsset)
Default file name: the source name with its tier number replaced (or appended).
public static string NextTierName(WeaponAsset source)
Parameters
sourceWeaponAsset
Returns
Scale(WeaponAsset, WeaponAsset, NextTierCreationSettings)
Applies the tier numbers to next (a copy of source). Exposed for tests and wizards.
public static void Scale(WeaponAsset next, WeaponAsset source, NextTierCreationSettings settings)
Parameters
nextWeaponAssetsourceWeaponAssetsettingsNextTierCreationSettings
ScaledPrice(int, float)
public static int ScaledPrice(int price, float multiplier)