DynamicAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public abstract class DynamicAsset : GameAsset

These are game assets that will be used in-game. TODO: Should dynamic objects have an attribute that point to the IComponent they replace...? Or not? E.g.: IComponent DynamicAsset.ProduceComponent()

Implements: GameAsset

⭐ Constructors

protected DynamicAsset()

⭐ 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

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

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

Initialize()

public abstract void Initialize()

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[]

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid