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    Class CharacterPrefabViewRequirement

    What a character's prefab needs before it can be spawned: every instance is shown and hidden through a view on the prefab, which the Character View component provides. Stated once, so the pool that refuses such a prefab and the authoring tools that report it always agree on which prefabs they mean and what to add.

    Inheritance
    object
    CharacterPrefabViewRequirement
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.Character.Infrastructure.Views
    Assembly: Serenity.UnityCharacter.Infrastructure.dll
    Syntax
    public static class CharacterPrefabViewRequirement

    Fields

    AddComponentMenuEntry

    Where the Character View component sits in the Add Component menu.

    Declaration
    public const string AddComponentMenuEntry = "Serenity/Character/Character View"
    Field Value
    Type Description
    string

    ComponentToAdd

    The component to add, as the author reads it.

    Declaration
    public const string ComponentToAdd = "Character View"
    Field Value
    Type Description
    string

    HowToMeetIt

    The way forward every report of a prefab without a view ends with.

    Declaration
    public const string HowToMeetIt = "Add the Character View component to the prefab (Add Component > Serenity > Character > Character View)."
    Field Value
    Type Description
    string

    Methods

    IsMetBy(GameObject)

    Whether prefab carries a view the pool can show and hide it through.

    Declaration
    public static bool IsMetBy(GameObject prefab)
    Parameters
    Type Name Description
    GameObject prefab
    Returns
    Type Description
    bool
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