Nebula
Editor

WorldAssets

Finds world definitions and manifests in the project and maps scenes back to cells.

generated from the sources
Static class in namespace Nebula.Editor · Packages/com.1by3.nebula/Editor/World/WorldAssets.cs
public static class WorldAssets

Finds world definitions and manifests in the project and maps scenes back to cells.

Methods

AllWorlds

public static WorldDefinition[] AllWorlds();

Every WorldDefinition in the project (cached for a second; call Invalidate after creating one).

Invalidate

public static void Invalidate();

AllManifests

public static WorldContainerManifest[] AllManifests();

ManifestFor

public static WorldContainerManifest ManifestFor(WorldDefinition world);

The manifest that targets world, or null.

TryGetCellOf

public static bool TryGetCellOf(Scene scene, out WorldDefinition world, out Vector3Int coord);
public static bool TryGetCellOf(string scenePath, out WorldDefinition world, out Vector3Int coord);

Whether scene is a cell scene of some world, and which cell.

OpenSceneOf

public static Scene OpenSceneOf(WorldDefinition.CellEntry entry);

IsOpen

public static bool IsOpen(WorldDefinition.CellEntry entry);

CreateWorld

public static WorldDefinition CreateWorld(string assetPath, string worldName, Vector3 cellSize);

Create a world definition asset at assetPath.

CreateManifest

public static WorldContainerManifest CreateManifest(string assetPath, WorldDefinition world);

EnsureFolder

public static void EnsureFolder(string folder);

Create every missing folder of an Assets/... path.

AddCellScenesToBuildSettings

public static int AddCellScenesToBuildSettings(WorldDefinition world);

Make sure every cell scene of world is in the build settings (enabled). Returns how many were added.

RemoveFromBuildSettings

public static void RemoveFromBuildSettings(string scenePath);

CellsSorted

public static IEnumerable<WorldDefinition.CellEntry> CellsSorted(WorldDefinition world);

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