FeatureAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public class FeatureAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public FeatureAsset()

⭐ 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

FeaturesOnly

public ImmutableArray<T> FeaturesOnly { get; }

Returns
ImmutableArray<T>

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

HasSystems

public bool HasSystems { get; }

Returns
bool

Icon

public virtual char Icon { get; }

Returns
char

IsDiagnostics

public bool IsDiagnostics;

Whether this should always be added when running with diagnostics (e.g. editor). This will NOT be serialized into the world.

Returns
bool

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

SystemsOnly

public ImmutableArray<T> SystemsOnly { get; }

Returns
ImmutableArray<T>

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

FetchAllSystems(bool)

public ImmutableArray<T> FetchAllSystems(bool enabled)

Parameters
enabled bool

Returns
ImmutableArray<T>

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()

SetFeatures(IList)

public void SetFeatures(IList<T> newSystemsList)

Parameters
newSystemsList IList<T>

SetSystems(IList)

public void SetSystems(IList<T> newList)

Parameters
newList IList<T>

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid