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
Object
ScriptableObject
ViewCatalogAsset
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.name
Object.hideFlags

Constructors

ViewCatalogAsset()

public ViewCatalogAsset()

Fields

CurrencyPickup

public const string CurrencyPickup = "pickup.currency"

Field Value

string

EnemyProjectile

public const string EnemyProjectile = "projectile.enemy"

Field Value

string

HealPickup

public const string HealPickup = "pickup.heal"

Field Value

string

PickupPrefix

Pickups with a custom behaviour id look up "pickup.<behaviour id>" first.

public const string PickupPrefix = "pickup."

Field Value

string

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

string

Telegraph

public const string Telegraph = "telegraph"

Field Value

string

TriggerProjectile

Friendly projectiles fired by triggers (no weapon). Missing = the fallback entry.

public const string TriggerProjectile = "projectile.trigger"

Field Value

string

Properties

Entries

public IReadOnlyList<ViewEntry> Entries { get; }

Property Value

IReadOnlyList<ViewEntry>

Revision

Changes on SetEntries(IEnumerable<ViewEntry>) and inspector edits, so views can drop cached lookups.

public int Revision { get; }

Property Value

int

Methods

Get(string)

public ViewEntry Get(string id)

Parameters

id string

Returns

ViewEntry

SetEntries(IEnumerable<ViewEntry>)

public void SetEntries(IEnumerable<ViewEntry> values)

Parameters

values IEnumerable<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)

Parameters

id string
entry ViewEntry

Returns

bool