Entity State Configuration Ignores Hide In Inspector Attribute
0.2.3
ESC Inspector now Ignores fields with Hide In Inspector attributes.
Something very common in modded entity state configurations is re-using existing assets for entity states, Tracers and hit effects are a very prominent example of this. The way how this is usually serialized is by hand-written calls to the Resources.Load() method. However, the ESC would constantly overwrite these hand-written calls by default, making it impossible to re-use Resources methods.
As Such, the ESC inspector now ignores all fields that have the HideInInspector attribute added to them.
public class FirePistol : BaseSkillState
{
[TokenModifier("SS2_EXECUTIONER_PISTOL_DESCRIPTION", StatTypes.Percentage, 0)]
public static float damageCoefficient;
public static float procCoefficient;
public static float baseDuration;
public static float recoil;
public static float spreadBloom;
public static float force;
[HideInInspector]
public static GameObject muzzleEffectPrefab = Resources.Load<GameObject>("prefabs/effects/muzzleflashes/Muzzleflash1");
[HideInInspector]
public static GameObject tracerPrefab = Resources.Load<GameObject>("prefabs/effects/tracers/tracercommandodefault");
[HideInInspector]
public static GameObject hitPrefab = Resources.Load<GameObject>("prefabs/effects/HitsparkCommando");
}