Table of Contents

Class KeepAliveBehaviour<T>

Namespace
CodeStage.AntiCheat.Common
Assembly
Build.dll

Base class for ACTk in-scene objects which able to survive scene switch.

public abstract class KeepAliveBehaviour<T> : MonoBehaviour where T : KeepAliveBehaviour<T>

Type Parameters

T
Inheritance
object
Object
Component
Behaviour
MonoBehaviour
KeepAliveBehaviour<T>
Derived

Remarks

⚠️ Warning: Will behave incorrectly if created within any non-default [RuntimeInitializeOnLoadMethod] except RuntimeInitializeLoadType.AfterSceneLoad (which is default).

Fields

keepAlive

Will survive new level (scene) load if checked. Otherwise it will be destroyed.

[Tooltip("Detector will survive new level (scene) load if checked.")]
public bool keepAlive

Field Value

bool

Remarks

On dispose Behaviour follows 2 rules:

  • if Game Object's name is "Anti-Cheat Toolkit": it will be automatically destroyed if no other Behaviours left attached regardless of any other components or children;
  • if Game Object's name is NOT "Anti-Cheat Toolkit": it will be automatically destroyed only if it has neither other components nor children attached;

Properties

Instance

Allows reaching public properties from code. Can be null if behaviour does not exist in scene or if accessed at or before Awake phase.

public static T Instance { get; }

Property Value

T