Class ViewEntry
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
How one definition id looks. Either a prefab, or a sprite the default view renders.
public sealed class ViewEntry
- Inheritance
-
ViewEntry
- Inherited Members
Constructors
ViewEntry()
public ViewEntry()
Fields
Icon
Icon for UI (shop, level-up, inventory). Falls back to Sprite.
public Sprite Icon
Field Value
- Sprite
Id
Definition id: EnemyDef.Id, WeaponDef.Id, ItemDef.Id, CharacterDef.Id, or a pickup key.
public string Id
Field Value
Prefab
Optional prefab with an optional ICharacterVisual.
public GameObject Prefab
Field Value
- GameObject
ProjectilePrefab
[Header("Projectile (weapons)")]
[Tooltip("Optional bullet prefab for this weapon's projectiles. Empty = Projectile Sprite, else the weapon's own look.")]
public GameObject ProjectilePrefab
Field Value
- GameObject
ProjectileScale
[Tooltip("Bullet scale. 0 = use Scale.")]
public float ProjectileScale
Field Value
ProjectileSprite
[Tooltip("Optional bullet sprite for this weapon's projectiles.")]
public Sprite ProjectileSprite
Field Value
- Sprite
ProjectileTint
[Tooltip("Bullet tint. Alpha 0 = use Tint.")]
public Color ProjectileTint
Field Value
- Color
Scale
public float Scale
Field Value
Sprite
public Sprite Sprite
Field Value
- Sprite
Tint
public Color Tint
Field Value
- Color
Properties
EffectiveProjectileScale
public float EffectiveProjectileScale { get; }
Property Value
EffectiveProjectileTint
public Color EffectiveProjectileTint { get; }
Property Value
- Color
HasProjectileVisual
True when projectiles of this id have a look of their own.
public bool HasProjectileVisual { get; }