Table of Contents

Class BiomeTemplateSpawner

Namespace
Pinwheel.Vista
Assembly
Pinwheel.Vista.Runtime.dll

Runtime core of a template spawn: instantiate a template's biome prefab as a disconnected clone under a manager, then let each biome in it clone its owned references in memory. No editor dependency, so it works in a build. The editor-side factory wraps this to add persistence, undo, selection, and recents.

public static class BiomeTemplateSpawner
Inheritance
BiomeTemplateSpawner
Inherited Members

Methods

Spawn(BiomeTemplate, BiomeTemplateSpawnContext)

Spawn template's biome prefab under the manager carried by context and return the spawned root GameObject. The prefab may hold a single biome on its root or several biomes under a plain root, so the root object is the one handle that always covers the whole spawn; callers locate the biomes through GetComponentInChildren. The caller owns the context: it creates it with the target manager and reads back the in-memory clones each receiver registered on it, to persist (editor) or ignore (runtime). The context is a class, so it is mutated in place, no ref needed. Throws if a required argument is null or the template is invalid (no prefab, or no IBiome anywhere in the prefab hierarchy); the caller is expected to pass a validated template (see IsValid(out string)), so those throws mark a broken precondition, not a normal outcome.