EditorSettingsAsset
Namespace: Murder.Editor.Assets
Assembly: Murder.dll
public class EditorSettingsAsset : GameAsset
Implements: GameAsset
⭐ Constructors
public EditorSettingsAsset(string name, string gameSourcePath, ImmutableArray<T> editorSystems)
Parameters
name
string
gameSourcePath
string
editorSystems
ImmutableArray<T>
⭐ Properties
AlwaysBuildAtlasOnStartup
public bool AlwaysBuildAtlasOnStartup;
Returns
bool
AsepritePath
public string AsepritePath;
Returns
string
AssetNamePattern
public string AssetNamePattern;
Returns
string
AutomaticallyHotReloadDialogueChanges
public bool AutomaticallyHotReloadDialogueChanges;
Returns
bool
AutomaticallyHotReloadShaderChanges
public bool AutomaticallyHotReloadShaderChanges;
Returns
bool
BinResourcesPath
public string BinResourcesPath;
This points to the directory in the bin path.
Returns
string
CameraPositions
public readonly Dictionary<TKey, TValue> CameraPositions;
Returns
Dictionary<TKey, TValue>
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
DefaultFloor
public Guid DefaultFloor;
The default floor tiles to use when creating a new room.
Returns
Guid
EditorColor
public virtual Vector4 EditorColor { get; }
Returns
Vector4
EditorFolder
public virtual string EditorFolder { get; }
Returns
string
EditorSystems
public ImmutableArray<T> EditorSystems { get; }
These are all the systems the editor currently supports.
Returns
ImmutableArray<T>
FileChanged
public bool FileChanged { get; public set; }
Returns
bool
FilePath
public string FilePath { get; public set; }
Returns
string
FontScale
public float FontScale;
Returns
float
FxcPath
public string FxcPath;
Returns
string
GameSourcePath
public string GameSourcePath;
This points to the packed directory which will be synchronized in source.
Returns
string
Guid
public Guid Guid { get; protected set; }
Returns
Guid
Icon
public virtual char Icon { get; }
Returns
char
IgnoredTexturePackingExtensions
public string IgnoredTexturePackingExtensions;
Returns
string
IsStoredInSaveData
public virtual bool IsStoredInSaveData { get; }
Returns
bool
LastHotReloadImport
public DateTime LastHotReloadImport;
The time of the last resource import with hot reload.
Returns
DateTime
LastImported
public DateTime LastImported;
The time of the last resource import.
Returns
DateTime
LastMetadataImported
public DateTime LastMetadataImported;
The time of the last resource import with event manager.
Returns
DateTime
LastOpenedAsset
public T? LastOpenedAsset;
The asset currently being shown in the editor scene.
Returns
T?
LuaScriptsPath
public string LuaScriptsPath;
Returns
string
Monitor
public int Monitor;
Returns
int
Name
public string Name { get; public set; }
Returns
string
NewAssetDefaultName
public string NewAssetDefaultName;
Returns
string
OpenedTabs
public Guid[] OpenedTabs;
Returns
Guid[]
QuickStartScene
public Guid QuickStartScene;
Returns
Guid
RawResourcesPath
public string RawResourcesPath { get; }
This points to the resources raw path, before we get to process the contents to EditorSettingsAsset.SourceResourcesPath.
Returns
string
Rename
public bool Rename { get; public set; }
Returns
bool
SaveAsepriteInfoOnSpriteAsset
public bool SaveAsepriteInfoOnSpriteAsset;
Returns
bool
SaveDeserializedAssetOnError
public bool SaveDeserializedAssetOnError;
Returns
bool
SaveLocation
public virtual string SaveLocation { get; }
Returns
string
SourcePackedPath
public string SourcePackedPath { get; }
This points to the packed directory which will be synchronized in source.
Returns
string
SourceResourcesPath
public string SourceResourcesPath { get; }
This points to the resources which will be synchronized in source.
Returns
string
StartMaximized
public bool StartMaximized;
Returns
bool
StartOnEditor
public bool StartOnEditor;
Returns
bool
StoreInDatabase
public virtual bool StoreInDatabase { get; }
Returns
bool
TaggedForDeletion
public bool TaggedForDeletion;
Returns
bool
TestStartTime
public T? TestStartTime;
Returns
T?
TestStartWithEntityAndComponent
public T? TestStartWithEntityAndComponent;
Returns
T?
TestWorldPosition
public T? TestWorldPosition;
This is a property used when creating hooks within the editor to quickly test a scene. TODO: Move this to save, eventually? Especially if this is a in-game feature at some point.
Returns
T?
UseCustomCutscene
public bool UseCustomCutscene;
Returns
bool
WasdCameraSpeed
public float WasdCameraSpeed;
Returns
float
WindowSize
public Point WindowSize;
Returns
Point
WindowStartPosition
public Point WindowStartPosition;
Returns
Point
⭐ 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
UpdateSystems(ImmutableArray)
public void UpdateSystems(ImmutableArray<T> systems)
Parameters
systems
ImmutableArray<T>
⚡