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