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.