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.
Inherited Members
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 |