Class UnresolvedPrefabScan
A census of the saved objects (ZDOs) within Radius metres of (X, Z) whose
prefab hash the observing process's ZNetScene cannot resolve. Complete once every zone the circle
touches was loaded there; Scanned counts the objects read, leaving out the observing player's own object,
and WithoutPrefab those without a prefab (which the game creates nothing for on purpose).
public sealed record UnresolvedPrefabScan
- Inheritance
-
objectUnresolvedPrefabScan
Constructors
UnresolvedPrefabScan(bool, float, float, float, int, int, int, int, IReadOnlyList<UnresolvedPrefab>)
A census of the saved objects (ZDOs) within Radius metres of (X, Z) whose
prefab hash the observing process's ZNetScene cannot resolve. Complete once every zone the circle
touches was loaded there; Scanned counts the objects read, leaving out the observing player's own object,
and WithoutPrefab those without a prefab (which the game creates nothing for on purpose).
public UnresolvedPrefabScan(bool Complete, float X, float Z, float Radius, int Zones, int ZonesLoaded, int Scanned, int WithoutPrefab, IReadOnlyList<UnresolvedPrefab> Unresolved)
Parameters
CompleteboolXfloatZfloatRadiusfloatZonesintZonesLoadedintScannedintWithoutPrefabintUnresolvedIReadOnlyList<UnresolvedPrefab>
Properties
Complete
public bool Complete { get; init; }
Property Value
- bool
Radius
public float Radius { get; init; }
Property Value
- float
Scanned
public int Scanned { get; init; }
Property Value
- int
Unresolved
public IReadOnlyList<UnresolvedPrefab> Unresolved { get; init; }
Property Value
- IReadOnlyList<UnresolvedPrefab>
WithoutPrefab
public int WithoutPrefab { get; init; }
Property Value
- int
X
public float X { get; init; }
Property Value
- float
Z
public float Z { get; init; }
Property Value
- float
Zones
public int Zones { get; init; }
Property Value
- int
ZonesLoaded
public int ZonesLoaded { get; init; }
Property Value
- int
Methods
RequireNone(IEnumerable<string>?)
Throws unless the census is complete, read at least one object and found no unresolved hash. The message names
every unresolved hash with its count and first position, and the prefab name when one of
knownPrefabs (for example the server-side mod's own prefabs) hashes to it: the client itself
cannot name a prefab it does not have.
public void RequireNone(IEnumerable<string>? knownPrefabs = null)
Parameters
knownPrefabsIEnumerable<string>