Class ViewCatalogAsset
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
Maps definition ids to visuals, so content data stays free of presentation.
[CreateAssetMenu(menuName = "Survivor Roguelite Maker/View Catalog", fileName = "ViewCatalog", order = 20)]
public sealed class ViewCatalogAsset : ScriptableObject
- Inheritance
-
ObjectScriptableObjectViewCatalogAsset
- Inherited Members
-
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.nameObject.hideFlags
Constructors
ViewCatalogAsset()
public ViewCatalogAsset()
Fields
CurrencyPickup
public const string CurrencyPickup = "pickup.currency"
Field Value
EnemyProjectile
public const string EnemyProjectile = "projectile.enemy"
Field Value
HealPickup
public const string HealPickup = "pickup.heal"
Field Value
PickupPrefix
Pickups with a custom behaviour id look up "pickup.<behaviour id>" first.
public const string PickupPrefix = "pickup."
Field Value
ProjectilePrefix
Older catalogs: "projectile.<weapon id>" entries still style that weapon's bullets when the weapon entry has no projectile look.
public const string ProjectilePrefix = "projectile."
Field Value
Telegraph
public const string Telegraph = "telegraph"
Field Value
TriggerProjectile
Friendly projectiles fired by triggers (no weapon). Missing = the fallback entry.
public const string TriggerProjectile = "projectile.trigger"
Field Value
Properties
Entries
public IReadOnlyList<ViewEntry> Entries { get; }
Property Value
Revision
Changes on SetEntries(IEnumerable<ViewEntry>) and inspector edits, so views can drop cached lookups.
public int Revision { get; }
Property Value
Methods
Get(string)
public ViewEntry Get(string id)
Parameters
idstring
Returns
SetEntries(IEnumerable<ViewEntry>)
public void SetEntries(IEnumerable<ViewEntry> values)
Parameters
valuesIEnumerable<ViewEntry>
TryGet(string, out ViewEntry)
The entry authored for id; false (and null) when there is none — unlike Get(string), no fallback.
public bool TryGet(string id, out ViewEntry entry)