Boot opens the derived catalog when GameData/Mods holds packages (ShipModCatalog.ResolveCatalog), preloads each hull's GLB into an assembled inactive prototype (ShipModShips), and LoadEntity clones it when the hull names a Visual. ShipModPlan decides which anchor fills which ShipInstance slot; a ShipModTemplate prefab carries the shared effects. Continue refuses a run that names a design the catalog no longer holds (RunSave.RequireDesigns). Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
17 lines
727 B
C#
17 lines
727 B
C#
using UnityEngine;
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// The shared effect prototypes every mod ship is assembled with: the same assets ShipPrefabAuthoring wires into a
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// prefab ship. It lives on one Addressable prefab, so a built player finds it by key without the Editor.
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public class ShipModTemplate : MonoBehaviour
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{
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// The template prefab's .meta GUID, its Addressables key (Assets/Content is an addressable folder).
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public const string Key = "5d1f3a8c7e2b4f60a9c4b7e1d3f2a860";
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// Prefab roots; the assembler takes the component it needs from each.
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public GameObject Shield;
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public GameObject TractorBeam;
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public GameObject Ping;
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public GameObject DestroyEffect;
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public Material Invisible;
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public Material MapIcon;
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}
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