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
⚡