Class NameplateStyleAsset
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
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ObjectScriptableObjectNameplateStyleAsset
- Inherited Members
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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.nameObject.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
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
Methods
SetStyle(NameplateStyle)
Replaces the style at runtime, for tools and tests.
public void SetStyle(NameplateStyle value)
Parameters
valueNameplateStyleThe new style.