In contrast to the SimulationConfig, which has only static configuration data, the RuntimeConfig holds information that can be different from game to game. More...
Public Member Functions | |
String | Dump () |
Dump the content into a human readable form. More... | |
Public Attributes | |
AssetRef< Map > | Map |
Asset reference of the Quantum map used with the upcoming game session. More... | |
Int32 | Seed |
Seed to initialize the randomization session under Frame.RNG. More... | |
AssetRef< SimulationConfig > | SimulationConfig |
Asset reference to the SimulationConfig used with the upcoming game session. More... | |
AssetRef< SystemsConfig > | SystemsConfig |
Asset reference to the Quantum systems configuration. If no config is assigned then a default selection of build-in systems is used (DeterministicSystemSetup.CreateSystems(RuntimeConfig, SimulationConfig, SystemsConfig). The systems to be used can always be changed by code inside DeterministicSystemSetup.AddSystemsUser(System.Collections.Generic.ICollection<SystemBase>, RuntimeConfig, Quantum.SimulationConfig, Quantum.SystemsConfig). More... | |
In contrast to the SimulationConfig, which has only static configuration data, the RuntimeConfig holds information that can be different from game to game.
By default is defines for example what map to load and the random start seed. It is assembled from scratch each time starting a game.
Developers can add custom data to quantum_code/quantum.state/RuntimeConfig.User.cs (don't forget to fill out the serialization methods).
Like the DeterministicSessionConfig this config is distributed to every other client after the first player connected and joined the Quantum plugin.
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inline |
Dump the content into a human readable form.
Int32 Quantum.RuntimeConfig.Seed |
Seed to initialize the randomization session under Frame.RNG.
Asset reference of the Quantum map used with the upcoming game session.
AssetRef<SimulationConfig> Quantum.RuntimeConfig.SimulationConfig |
Asset reference to the SimulationConfig used with the upcoming game session.
AssetRef<SystemsConfig> Quantum.RuntimeConfig.SystemsConfig |
Asset reference to the Quantum systems configuration. If no config is assigned then a default selection of build-in systems is used (DeterministicSystemSetup.CreateSystems(RuntimeConfig, SimulationConfig, SystemsConfig). The systems to be used can always be changed by code inside DeterministicSystemSetup.AddSystemsUser(System.Collections.Generic.ICollection<SystemBase>, RuntimeConfig, Quantum.SimulationConfig, Quantum.SystemsConfig).