Table of Contents

Class NameplateStyleAsset

Namespace
FishMMO.Shared.Core
Assembly
FishMMO.Shared.dll

A shared nameplate look, authored once and referenced by every plate that wants it.

[CreateAssetMenu(fileName = "New Nameplate Style", menuName = "FishMMO/UI/Nameplate Style", order = 1)]
public sealed class NameplateStyleAsset : ScriptableObject
Inheritance
Object
ScriptableObject
NameplateStyleAsset
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetEntityId()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.FindObjectsByType<T>()
Object.FindObjectsByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Remarks

The alternative — a style authored inline on every prefab — means a change to how bosses read is a change to every boss prefab. A plate references an asset instead, so "bosses get a gold border" is one file. Nameplate still allows an inline style for the plate that is genuinely one of a kind.

Properties

Revision

Bumped whenever the asset is edited, so a running client can pick the change up.

public int Revision { get; }

Property Value

int

Remarks

Plates are drawn from a cached copy of the resolved style — resolving it per frame per plate would mean a struct copy and four colour blends for a value that changes about once a session. This counter is what tells the renderer the cache is stale, and moving it on OnValidate is what makes editing the asset in play mode do anything.

Style

The look this asset describes.

public NameplateStyle Style { get; }

Property Value

NameplateStyle

Methods

SetStyle(NameplateStyle)

Replaces the style at runtime, for tools and tests.

public void SetStyle(NameplateStyle value)

Parameters

value NameplateStyle

The new style.