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>