Table of Contents
A ModCustomDisplay that will automatically apply to a ModTower for specific tiers
public abstract class ModTowerCustomDisplay : BTD_Mod_Helper.Api.Display.ModTowerDisplay
Inheritance System.Object ModContent ModDisplay ModTowerDisplay ModTowerCustomDisplay
Derived
↳ ModTowerCustomDisplay<T>
The name of the asset bundle file that the model is in, not including the .bundle extension
public abstract string AssetBundleName { get; }
On a ModCustomDisplay, this property does nothing
public sealed override string BaseDisplay { get; }
On a ModCustomDisplay, this property does nothing
public sealed override PrefabReference BaseDisplayReference { get; }
Il2CppNinjaKiwi.Common.ResourceUtils.PrefabReference
Whether to try loading the asset from the bundle asynchronously.
public virtual bool LoadAsync { get; }
The name of the material that should be applied to the tower from the asset bundle, if any
public virtual string MaterialName { get; }
The name of the prefab that the model has within the Asset Bundle
public abstract string PrefabName { get; }
Performs alterations to the unity display node when it is created
public override void ModifyDisplayNode(UnityDisplayNode node);