OutputNames
namespace Griff.Scenes;
public static class OutputNamesFields that name an output (properties marked OutputNameAttribute, a counter’s, bar’s or text’s Output, a wire’s): the outputs of the entity they read, and a name it hasn’t got, which the Inspector flags and the game reports as it starts (what the Inspector lists to pick from is Griff.Editing’s NameChoices).
Methods
Section titled “Methods”Problem
Section titled “Problem”public static string Problem(IReadOnlyList<string> names)Why the name is flagged, e.g. “Nothing it reads has an output called “Lives”“.
Targets
Section titled “Targets”public static IReadOnlyList<Entity> Targets(Component component, PropertyDescriptor property)The entities component’s property names outputs of: the one its On field names (those inside it first, as the game finds them), or its own entity and those it’s inside when that’s empty. Empty when it isn’t on an entity.
Unmatched
Section titled “Unmatched”public static IReadOnlyList<string> Unmatched(Component component, PropertyDescriptor property)The name the field holds when the entity it reads hasn’t an output called that; empty when it’s unset, when it has, or when it names no entity to check (those are flagged on their own field).