Namespace Editor Module
Classes
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Implementation of code editor utility that is using Microsoft Visual Studio Code. |
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Editor viewports icons rendering service. |
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Project data validation step. Ensures that game cooking can be started. |
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Terrain* tools for editor. Allows to create and modify terrain. |
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Basic implementation for editing source code on a target platform. |
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Splash Screen popup |
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Game scrips building service. Compiles user C# scripts into binary assemblies. Exposes many events used to track scripts compilation and reloading. |
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Platform-dependent screen utilities. |
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Implementation of code editor utility that is using Rider from JetBrains. |
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Contains information about Flax project. |
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Asset which contains set of asset items thumbnails (cached previews). |
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Optional step used only on selected platform that precompiles C# script assemblies. Uses Ahead of Time Compilation (AOT) feature. |
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Final cooking step that can perform custom set of actions on generated game data. |
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The platform support tools base interface. |
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The main managed editor class. Editor root object. |
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The game cooker cache interface. |
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Game building service. Processes project files and outputs build game for a target platform. |
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Foliage tools for editor. Allows to spawn and modify foliage instances. |
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Helper functions for the editor. |
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Scene for editor previews with support of object drawing and updating in separation of global scenes collection. It mocks the gameplay to preview scene objects. |
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Editor user analytics reporting and telemetry service. |
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Main editor class |
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Engine and game content and data files deployment step. |
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Helper utility class to quickly scan assemblies to gather metadata for custom editor feature. |
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Game cooking temporary data. |
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Cooking step that builds all the assets and packages them to the output directory. Uses incremental build cache to provide faster building. |
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Game scripts compilation step. Outputs proper assemblies compiled to the target platform. |
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Cooking step that uses the root assets collection to find all dependant assets to include in the build. |
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Base class for all code editors. |
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Editor utility to managed and use different code editors. Allows to open solution and source code files. |
Structs
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Enums
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