Aetheria/Assets/Scripts/Gameplay/ShipModTemplate.cs
Meta Vens 460bb85ed0 Ship S2: the game composes and loads mod ships
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>
2026-09-30 06:43:52 +02:00

17 lines
727 B
C#

using UnityEngine;
// The shared effect prototypes every mod ship is assembled with: the same assets ShipPrefabAuthoring wires into a
// prefab ship. It lives on one Addressable prefab, so a built player finds it by key without the Editor.
public class ShipModTemplate : MonoBehaviour
{
// The template prefab's .meta GUID, its Addressables key (Assets/Content is an addressable folder).
public const string Key = "5d1f3a8c7e2b4f60a9c4b7e1d3f2a860";
// Prefab roots; the assembler takes the component it needs from each.
public GameObject Shield;
public GameObject TractorBeam;
public GameObject Ping;
public GameObject DestroyEffect;
public Material Invisible;
public Material MapIcon;
}