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v0.6.0
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BitQuirky.Core.Config

Public bit quirky core symbols in BitQuirky.Core.Config.

Source snapshot ad0983d00d77.

Assembly: BitQuirky.Core

Category: Low-level runtime

C#
class BitQuirky.Core.Config.BaseConfig

Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:39-62

Inherits: DataObject

Optional per-game configuration hook. A project needs a config asset only when it overrides a convention; at most one instance may exist in a project.

Responsibilities:

  • Receives the GameLogic lifecycle first when present, before any other data object.
  • Lets a game override the built scene list viaGetScenePaths.

Does NOT:

  • Exist by requirement: builds use the enabled Editor Build Settings scenes by convention, and the assembly-definition generator owns its own ignore list.

GetScenePaths(BaseConfig.BuildType buildType)

Section titled “GetScenePaths(BaseConfig.BuildType buildType)”
C#
public virtual string[] GetScenePaths(BitQuirky.Core.Config.BaseConfig.BuildType buildType)

Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:60-61

Override to replace the build-scene convention (the enabled Editor Build Settings scenes). Returning null keeps the convention.

Category: Low-level runtime

C#
enum BitQuirky.Core.Config.BaseConfig.BuildType

Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:42-54

Underlying type: int

Kind of build a scene list is being requested for.

C#
Demo = 0

Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:47

Cut-down build for public demos.

C#
Development = 1

Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:49

Internal build with development tooling.

C#
Release = 2

Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:51

Build shipped to players.

C#
Test = 3

Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:53

Build used by automated tests.

Category: Low-level runtime

C#
class BitQuirky.Core.Config.ConfigLoader

Source declaration: ../bitquirky-core/Runtime/Config/ConfigLoader.cs:37-143

Inherits: DataObject

Bootstrap asset that tells the game which data object index and which optional per-game config to use. A game assigns it once at startup, throughInitializeor, with Addressables installed, InitializeAsync; everything that resolves data objects by name then goes through it.

C#
public BitQuirky.Core.Config.BaseConfig Config { get; }

Source declaration: ../bitquirky-core/Runtime/Config/ConfigLoader.cs:51

Per-game configuration asset, or null when the game relies entirely on conventions.

C#
public BitQuirky.Core.Data.DataObjectIndex DataObjectIndex { get; }

Source declaration: ../bitquirky-core/Runtime/Config/ConfigLoader.cs:49

Index used to resolve data objects by name throughout the game.

C#
public static BitQuirky.Core.Config.ConfigLoader Instance { get; }

Source declaration: ../bitquirky-core/Runtime/Config/ConfigLoader.cs:58-70

The loader assigned byInitialize. In the editor, an uninitialized instance resolves by convention to the project’s unique ConfigLoader asset; a project without one yields null, because the loader is optional bootstrap wiring.

C#
public static void Initialize(BitQuirky.Core.Config.ConfigLoader loader)

Source declaration: ../bitquirky-core/Runtime/Config/ConfigLoader.cs:83-87

Assign the runtime instance directly (no Addressables required).

Parameters

  • loader: Loader asset to use; asserts when null.

Source fingerprint: sha256:ad0983d00d773d882bc61865e18d8c5559e009d181e5891575cd7f262515b23e

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