C# Class SpellEffect, UnderworldExporter

Spell effects modify how the spell behaves. For example the missile motor will control how the spell will move through space while the beam motor will raycast a beam through world space. Spell effects are intended to be drivers for the actual spell and will not execute spell logic.
Inheritance: MonoBehaviour
Show file Open project: hankmorgan/UnderworldExporter Class Usage Examples

Public Properties

Property Type Description
Active bool
EffectID int
Permanent bool
TickTime int
Value int
counter int

Public Methods

Method Description
ApplyEffect ( ) : void

Applies the effect.

CancelEffect ( ) : void

End the effect. By default it will destroy this spell effect.

EffectIcon ( ) : int

Returns the icon index no for this effect

EffectOverTime ( ) : void

Code to apply the periodic changes to the effect. Eg poison drains health, staged effects.

Go ( ) : void

Starts the spell effect.

SetPermanent ( bool NewVal ) : void

Makes the spell effect permanent.

getSpellDescription ( ) : string

Describes the spell and how stable the spell is.

timer ( ) : IEnumerator

Timer loop for the effect.

Method Details

ApplyEffect() public method

Applies the effect.
public ApplyEffect ( ) : void
return void

CancelEffect() public method

End the effect. By default it will destroy this spell effect.
public CancelEffect ( ) : void
return void

EffectIcon() public method

Returns the icon index no for this effect
public EffectIcon ( ) : int
return int

EffectOverTime() public method

Code to apply the periodic changes to the effect. Eg poison drains health, staged effects.
public EffectOverTime ( ) : void
return void

Go() public method

Starts the spell effect.
public Go ( ) : void
return void

SetPermanent() public method

Makes the spell effect permanent.
public SetPermanent ( bool NewVal ) : void
NewVal bool
return void

getSpellDescription() public method

Describes the spell and how stable the spell is.
public getSpellDescription ( ) : string
return string

timer() public method

Timer loop for the effect.
public timer ( ) : IEnumerator
return IEnumerator

Property Details

Active public property

public bool Active
return bool

EffectID public property

public int EffectID
return int

Permanent public property

public bool Permanent
return bool

TickTime public property

public int TickTime
return int

Value public property

public int Value
return int

counter public property

public int counter
return int