1.4 KiB
name, description, metadata
| name | description | metadata | ||
|---|---|---|---|---|
| ashwild-database-tool | Custom UI Toolkit editor window (Tools ▸ Ashwild ▸ Database) to browse/create ItemData & CraftingRecipe and generate prefabs. |
|
A custom editor window lives at Assets/GAME/Script/Editor/Database/ (namespace
Ashwild.EditorTools), opened via Tools ▸ Ashwild ▸ Database. Built with UI Toolkit
(first UI Toolkit usage in the project) + a .uss stylesheet (AshwildDatabase.uss).
Pieces:
AshwildDatabaseWindow.cs— shell: Items/Recipes tabs, search, list, action bar.ItemEditorView.cs— custom context-aware ItemData form (cards reveal by type).RecipeEditorView.cs— visual ingredient list builder ("A + B = Result" equation strip).ItemAssetFactory.cs/RecipeAssetFactory.cs— asset + prefab creation.AshwildUI.cs— shared styled builders (cards, type badges, type colours).
Prefab generation wraps a chosen source GameObject (model/prefab) as a child of a
generated root: world prefab = Pickable layer + auto-fit BoxCollider + Pickable (no
NetworkObject, see pickable-vestigial-networkobject); hand prefab = Tools layer +
ToolBehaviour (mask = Harvestable) + HeldItemOffset. Item creation rebuilds the
ItemDatabase automatically. Asset folders: items → ScriptableObjects/Items/, recipes →
ScriptableObjects/Recipes/, world prefabs → Prefabs/Pickable/, hand prefabs → Prefabs/Tools/.