Inherits ScriptableObject.
Public Member Functions | |
ScriptableObject | GetAsset< T > () |
(used by editor scripts) Get reference to an asset saved in dataAsset.assets list More... | |
bool | AddAsset (ScriptableObject asset) |
(used by editor scripts) Add asset to list. return true if actually added to list and false if already in list (or if was null) More... | |
bool | RemoveAsset (ScriptableObject asset) |
(used by editor scripts) Set null and remove and asset in dataAsset.assets list. return true if removed, else false if was not in list More... | |
Public Attributes | |
GameObject | loadSaveProviderFab = null |
The prefab that the LoadSave provider is instantiated from at runtime. | |
List< ScriptableObject > | assets = new List<ScriptableObject>(1) |
References to assets. Mostly those created via the plyGame Editor. Do not access this directly, use the static functions provided by the asset's class if you need it. | |
List< GameObject > | autoCreate = new List<GameObject>(0) |
List of prefabs that wants to be auto created when GameGlobal is created. Do not manipulate directly. See EdGlobal.RegisterAutoCreate() | |
List< string > | autoComponents = new List<string>(0) |
components that will automatically be attached to existing objects. Do not manipulate directly, use EdGlobal.RegisterAutoComponent() | |
List< GameObject > | autoFabs = new List<GameObject>(0) |
These are similar to autoCreate but is the list of prefabs added by the designer via the plyGame main editor. Do not use this directly. For autoCreate prefabs of plyGame plugins you need to use EdGlobal.RegisterAutoCreate. | |
float[] | volume = { 1f, 1f, 1f, 1f, 1f, 1f, 1f, 1f, 1f, 1f } |
GameGlobal.VolumeType | guiVolumeType = GameGlobal.VolumeType.GUI |
bool | createDefaultAudioListener = true |
plyGame definitions.
bool plyGame.DataAsset.AddAsset | ( | ScriptableObject | asset | ) |
(used by editor scripts) Add asset to list. return true if actually added to list and false if already in list (or if was null)
ScriptableObject plyGame.DataAsset.GetAsset< T > | ( | ) |
(used by editor scripts) Get reference to an asset saved in dataAsset.assets list
bool plyGame.DataAsset.RemoveAsset | ( | ScriptableObject | asset | ) |
(used by editor scripts) Set null and remove and asset in dataAsset.assets list. return true if removed, else false if was not in list