ProjectVGameplayStartingDataView class
Everything the mission scene needs to start the run: the character, its stats and skills, allies and reward enemies. Fixed by the server when the run started; later Character screen changes do not affect it.
Namespace: SilverTiger.ProjectV.Unity.Presentation.Gameplay
public sealed class ProjectVGameplayStartingDataView
Properties​
| Property | Type | Description |
|---|---|---|
ActiveCharacterId | string | The character the run started with (the loadout's active character). Spawn this one, not a locally selected one. |
ActiveCharacterLevel | int | The level of ActiveCharacterId, 1 or higher. If you rebuild stats yourself, use this level instead of the level in your local assets. |
Stats | ProjectVCharacterStats | Every stat of ActiveCharacterId for this run. Apply these to the spawned character instead of local asset formulas; MaximumHealth and MaximumArmor are the same health and armor. |
Skills | IReadOnlyList<ProjectVGameplaySkillRankView> | The skill-tree ranks of ActiveCharacterId for this run. |
CastSkills | IReadOnlyList<ProjectVGameplayCastSkillView> | The active skills of ActiveCharacterId: at most one per slot. Check that your skill asset for each slot has exactly this level and skill ID before the run starts. |
Allies | IReadOnlyList<ProjectVGameplayAllyView> | The teammates that join the run; empty when there are none. |
MaximumHealth | int | The starting maximum health of the character. |
MaximumArmor | int | The starting maximum armor of the character. |
SkillCatalogIds | IReadOnlyList<ProjectVGameplaySkillId> | The skill IDs of the character's skill tree, for mapping to your skill assets. |
Drops | IReadOnlyList<ProjectVGameplayDropView> | The reward-carrying enemies of this run, keyed by the slot ID you placed on them in the scene. |