Skip to content

Game.Prefabs.GroupPrefab

Assembly: Assembly-CSharp (game runtime assembly)
Namespace: Game.Prefabs

Type: class

Base: PrefabBase

Summary:
GroupPrefab is a minimal/marker prefab type that inherits from PrefabBase. In the provided source it contains no additional members or behavior of its own — it exists as a concrete prefab class used by the game's prefab system to represent grouped or collection-style prefabs. Modders can extend this class when they need a specialized prefab type for grouping or to add group-specific data and behavior.


Fields

  • This class declares no fields.
    If you need to store state for a group prefab, add private or public fields in a subclass; be mindful of the game's serialization/Prefab system and PrefabBase expectations.

Properties

  • This class declares no properties.
    Inherited properties from PrefabBase are available for use (for example identity, name, loading state, etc.), but GroupPrefab does not add new ones.

Constructors

  • public GroupPrefab()
    The class uses the default parameterless constructor (compiler-provided). There is no custom initialization in the source shown. To perform initialization, override appropriate lifecycle methods from PrefabBase or provide a subclass constructor.

Methods

  • This class declares no methods.
    Any runtime behavior is provided by PrefabBase or its consumers. To customize creation/teardown behavior, override virtual methods on PrefabBase in a subclass of GroupPrefab.

Usage Example

// Create a custom group prefab by subclassing GroupPrefab
public class MyCustomGroupPrefab : GroupPrefab
{
    // Add fields, properties, and overrides as needed.
    // For example, override PrefabBase lifecycle methods (if available)
    // to run initialization logic when the prefab is created/loaded.
}

// Example: instantiate or register a custom prefab (pseudo-code; actual registration API depends on game)
var myPrefab = new MyCustomGroupPrefab();
// configure myPrefab (name, assets, etc.)
// register with the game's prefab collection/system

Notes and recommendations: - Because the provided GroupPrefab source is empty, prefer subclassing it rather than modifying core game assemblies. - When adding data, follow the game's serialization and prefab registration patterns so your modded prefabs load correctly with the game's prefab manager.