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
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
⚡