8 public class Base : ScriptableObject {
10 public static T
Instance<T>(
string path) where T :
Base => Resources.Load<T>(path);
12 [SerializeField, Multiline]
private string description =
default;
static readonly Emitter InitialiseAssetEmitter
triggered by scene load in Manager
string Description
Editor only description of what the asset is all about
static T Instance< T >(string path)
If this is a project asset, then you will need to reference it somewhere. Other classes can get a ref...
void Initialiser()
Called by Managers MonoBehaviour
static readonly Fifo< Base > AssetsWaitingInitialisation
initialisation for all assets loaded before the related/first scene
virtual void Initialise()
Called by Managers MonoBehaviour or when mutual data is first accessed
virtual void OnEnable()
make sure that this item will be initialised at least one frame after it is enabled and the scene is ...
Base class for all custom assets - implementing initialisation
virtual void OnDisable()
clear the decks as all is being destroyed