CharacterAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public class CharacterAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public CharacterAsset()

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

Components

public ImmutableDictionary<TKey, TValue> Components { get; }

Returns
ImmutableDictionary<TKey, TValue>

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Owner

public readonly Guid Owner;

Returns
Guid

Portrait

public readonly string Portrait;

Portrait which will be shown by default from CharacterAsset.Owner.

Returns
string

Portraits

public ImmutableDictionary<TKey, TValue> Portraits { get; }

Returns
ImmutableDictionary<TKey, TValue>

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

Situations

public ImmutableArray<T> Situations { get; }

Returns
ImmutableArray<T>

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

TryFetchSituation(int)

public T? TryFetchSituation(int id)

Parameters
id int

Returns
T?

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

RemoveCustomComponents(IEnumerable)

public void RemoveCustomComponents(IEnumerable<T> actionIds)

Parameters
actionIds IEnumerable<T>

RemoveCustomPortraits(IEnumerable)

public void RemoveCustomPortraits(IEnumerable<T> actionIds)

Parameters
actionIds IEnumerable<T>

SetCustomComponentAt(DialogItemId, IComponent)

public void SetCustomComponentAt(DialogItemId id, IComponent c)

Parameters
id DialogItemId
c IComponent

SetCustomPortraitAt(DialogItemId, Guid, string)

public void SetCustomPortraitAt(DialogItemId id, Guid speaker, string portrait)

Parameters
id DialogItemId
speaker Guid
portrait string

SetSituationAt(int, Situation)

public void SetSituationAt(int index, Situation situation)

Set the situation on to .

Parameters
index int
situation Situation

SetSituations(SortedList<TKey, TValue>)

public void SetSituations(SortedList<TKey, TValue> situations)

Set the situation to a list. This is called when updating the scripts with the latest data.

Parameters
situations SortedList<TKey, TValue>

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid