GameProfile
Namespace: Murder.Assets 
Assembly: Murder.dll
public class GameProfile : GameAsset
Represents the game profile asset containing configuration and resource paths.
Implements: GameAsset
⭐ Constructors
public GameProfile()
⭐ Properties
Aspect
public float Aspect { get; }
Gets the game's intended aspect ratio
Returns 
float 
AssetResourcesPath
public readonly string AssetResourcesPath;
Root path where our data .json files are stored.
Returns 
string 
AtlasFolderName
public readonly string AtlasFolderName;
Where our atlas .png and .json files are stored. Under: packed/ -> bin/resources/ atlas/
Returns 
string 
BackColor
public Color BackColor;
Background color for the game.
Returns 
Color 
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 
ContentAsepritePath
public readonly string ContentAsepritePath;
Where our aseprite contents are stored. Under: packed/ -> bin/resources/ aseprite/
Returns 
string 
ContentECSPath
public readonly string ContentECSPath;
Where our ecs assets are stored. Under: resources/ assets/ ecs/
Returns 
string 
DefaultGridCellSize
public readonly int DefaultGridCellSize;
Returns 
int 
DialoguesPath
public readonly string DialoguesPath;
Where our dialogues contents are stored. Under: packed/ -> bin/resources/ dialogues/
Returns 
string 
EditorAssets
public readonly EditorAssets EditorAssets;
Returns 
EditorAssets 
EditorColor
public virtual Vector4 EditorColor { get; }
Returns 
Vector4 
EditorFolder
public virtual string EditorFolder { get; }
Returns 
string 
Exploration
public readonly Exploration Exploration;
Returns 
Exploration 
FeedbackKey
public readonly string FeedbackKey;
Returns 
string 
FeedbackUrl
public readonly string FeedbackUrl;
Used for reporting bugs and feedback.
Returns 
string 
FileChanged
public bool FileChanged { get; public set; }
Returns 
bool 
FilePath
public string FilePath { get; public set; }
Returns 
string 
FixedUpdateFactor
public readonly float FixedUpdateFactor;
Returns 
float 
FontPath
public readonly string FontPath;
Where our font contents are stored. Under: packed/ -> bin/resources/ fonts/
Returns 
string 
FontsPath
public readonly string FontsPath;
Where our sound contents are stored. Under: packed/ -> bin/resources/ fonts/
Returns 
string 
Fullscreen
public bool Fullscreen;
Returns 
bool 
GameHeight
public readonly int GameHeight;
Game desired display height. Use RenderContext.Camera size for the runtime value.
Returns 
int 
GameScale
public readonly float GameScale;
Game scaling factor.
Returns 
float 
GameWidth
public readonly int GameWidth;
Game desired display width. Use RenderContext.Camera size for the runtime value.
Returns 
int 
GenericAssetsPath
public readonly string GenericAssetsPath;
Where our generic assets are stored. Under: resources/ assets/ data/
Returns 
string 
Guid
public Guid Guid { get; protected set; }
Returns 
Guid 
HiResPath
public readonly string HiResPath;
Where our high resolution contents are stored. Under: packed/ -> bin/resources shaders/
Returns 
string 
Icon
public virtual char Icon { get; }
Returns 
char 
IsStoredInSaveData
public virtual bool IsStoredInSaveData { get; }
Returns 
bool 
IsVSyncEnabled
public readonly bool IsVSyncEnabled;
Returns 
bool 
LocalizationPath
public readonly string LocalizationPath;
Where our localization assets are stored. Under: root/resources
Returns 
string 
LocalizationResources
public ImmutableDictionary<TKey, TValue> LocalizationResources;
Dictionary mapping languages to the appropriate localization asset resource IDs.
Returns 
ImmutableDictionary<TKey, TValue> 
MissingImage
public readonly Guid MissingImage;
ID of the default image used when an image is missing.
Returns 
Guid 
Name
public string Name { get; public set; }
Returns 
string 
PreloadTextures
public bool PreloadTextures;
Whether textures (e.g. fonts) should be preloaded. If true, startup time might be slower but actual game will be faster.
Returns 
bool 
PushAwayInterval
public readonly float PushAwayInterval;
Returns 
float 
Rename
public bool Rename { get; public set; }
Returns 
bool 
ResizeStyle
public readonly ViewportResizeStyle ResizeStyle;
Returns 
ViewportResizeStyle 
SaveLocation
public virtual string SaveLocation { get; }
Returns 
string 
ScalingFilter
public bool ScalingFilter { get; }
Texture scaling smoothing
Returns 
bool 
ShadersPath
public readonly string ShadersPath;
Where our aseprite contents are stored. Under: packed/ -> bin/resources/ shaders/
Returns 
string 
ShowUiDebug
public readonly bool ShowUiDebug;
Returns 
bool 
SoundsPath
public readonly string SoundsPath;
Where our sound contents are stored. Under: packed/ -> bin/resources/ sounds/
Returns 
string 
StartingScene
public readonly Guid StartingScene;
Returns 
Guid 
StoreInDatabase
public virtual bool StoreInDatabase { get; }
Returns 
bool 
TaggedForDeletion
public bool TaggedForDeletion;
Returns 
bool 
TargetFps
public readonly int TargetFps;
Returns 
int 
Theme
public readonly Theme Theme;
Returns 
Theme 
⭐ 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[] 
AfterDeserialized()
public virtual void AfterDeserialized()
MakeGuid()
public void MakeGuid()
TrackAssetOnSave(Guid)
public void TrackAssetOnSave(Guid g)
Parameters 
g Guid 
⚡