C# Class StatusEffect, RPGQuest

Exibir arquivo Open project: hughrogers/RPGQuest Class Usage Examples

Public Properties

Property Type Description
applyNeeded AIConditionNeeded
applyRequirement StatusRequirement[],
attackElement int
attackFriends bool
autoApply bool
autoAttack bool
autoRemove bool
blockAttack bool
blockBaseAttacks bool
blockDefend bool
blockEscape bool
blockItems bool
blockSkills bool
bonus BonusSettings,
condition StatusCondition[],
effectChangeID int[]
elementOperator SimpleOperator[]
elementValue int[]
end StatusEffectEnd
endAfter int
endChance int
endEffectChanges SkillEffect[]
endOnAttack bool
endValue int
endWithBattle bool
hitChance bool
hitFormula int
prefab EffectPrefab[]
raceValue int[]
realID int
reflectSkills bool
removeNeeded AIConditionNeeded
removeRequirement StatusRequirement[]
setElement bool
sizeValue int[]
skillTypeBlock bool[]
stopMove bool
stopMovement bool

Public Methods

Method Description
AddAutoApply ( ) : void
AddAutoRemove ( ) : void
AddEndChange ( ) : void
AddPrefab ( ) : void
AddPrefabs ( Combatant, c ) : void
ApplyEffect ( Combatant, user, Combatant, target ) : bool
CheckAutoApply ( Combatant, c ) : bool
CheckAutoRemove ( Combatant, c ) : void
CheckEffect ( ) : void
CheckEndEffectChanges ( Combatant, target ) : void
DestroyPrefabs ( ) : void
EndBattle ( ) : void
GetName ( ) : string
ReApply ( ) : void
RemoveAutoApply ( int index ) : void
RemoveAutoRemove ( int index ) : void
RemoveEffect ( Combatant, target ) : void
RemoveEndChange ( int index ) : void
RemovePrefab ( int index ) : void
ResetChange ( Combatant, target ) : void
StatusEffect ( ) : UnityEngine
StopEffect ( Combatant, target ) : void
TimeCheck ( ) : void

Private Methods

Method Description
CheckRequirements ( Combatant, c, bool doCheck, StatusRequirement, req, AIConditionNeeded needed ) : bool

Method Details

AddAutoApply() public method

public AddAutoApply ( ) : void
return void

AddAutoRemove() public method

public AddAutoRemove ( ) : void
return void

AddEndChange() public method

public AddEndChange ( ) : void
return void

AddPrefab() public method

public AddPrefab ( ) : void
return void

AddPrefabs() public method

public AddPrefabs ( Combatant, c ) : void
c Combatant,
return void

ApplyEffect() public method

public ApplyEffect ( Combatant, user, Combatant, target ) : bool
user Combatant,
target Combatant,
return bool

CheckAutoApply() public method

public CheckAutoApply ( Combatant, c ) : bool
c Combatant,
return bool

CheckAutoRemove() public method

public CheckAutoRemove ( Combatant, c ) : void
c Combatant,
return void

CheckEffect() public method

public CheckEffect ( ) : void
return void

CheckEndEffectChanges() public method

public CheckEndEffectChanges ( Combatant, target ) : void
target Combatant,
return void

DestroyPrefabs() public method

public DestroyPrefabs ( ) : void
return void

EndBattle() public method

public EndBattle ( ) : void
return void

GetName() public method

public GetName ( ) : string
return string

ReApply() public method

public ReApply ( ) : void
return void

RemoveAutoApply() public method

public RemoveAutoApply ( int index ) : void
index int
return void

RemoveAutoRemove() public method

public RemoveAutoRemove ( int index ) : void
index int
return void

RemoveEffect() public method

public RemoveEffect ( Combatant, target ) : void
target Combatant,
return void

RemoveEndChange() public method

public RemoveEndChange ( int index ) : void
index int
return void

RemovePrefab() public method

public RemovePrefab ( int index ) : void
index int
return void

ResetChange() public method

public ResetChange ( Combatant, target ) : void
target Combatant,
return void

StatusEffect() public method

public StatusEffect ( ) : UnityEngine
return UnityEngine

StopEffect() public method

public StopEffect ( Combatant, target ) : void
target Combatant,
return void

TimeCheck() public method

public TimeCheck ( ) : void
return void

Property Details

applyNeeded public_oe property

public AIConditionNeeded applyNeeded
return AIConditionNeeded

applyRequirement public_oe property

public StatusRequirement[], applyRequirement
return StatusRequirement[],

attackElement public_oe property

public int attackElement
return int

attackFriends public_oe property

public bool attackFriends
return bool

autoApply public_oe property

public bool autoApply
return bool

autoAttack public_oe property

public bool autoAttack
return bool

autoRemove public_oe property

public bool autoRemove
return bool

blockAttack public_oe property

public bool blockAttack
return bool

blockBaseAttacks public_oe property

public bool blockBaseAttacks
return bool

blockDefend public_oe property

public bool blockDefend
return bool

blockEscape public_oe property

public bool blockEscape
return bool

blockItems public_oe property

public bool blockItems
return bool

blockSkills public_oe property

public bool blockSkills
return bool

bonus public_oe property

public BonusSettings, bonus
return BonusSettings,

condition public_oe property

public StatusCondition[], condition
return StatusCondition[],

effectChangeID public_oe property

public int[] effectChangeID
return int[]

elementOperator public_oe property

public SimpleOperator[] elementOperator
return SimpleOperator[]

elementValue public_oe property

public int[] elementValue
return int[]

end public_oe property

public StatusEffectEnd end
return StatusEffectEnd

endAfter public_oe property

public int endAfter
return int

endChance public_oe property

public int endChance
return int

endEffectChanges public_oe property

public SkillEffect[] endEffectChanges
return SkillEffect[]

endOnAttack public_oe property

public bool endOnAttack
return bool

endValue public_oe property

public int endValue
return int

endWithBattle public_oe property

public bool endWithBattle
return bool

hitChance public_oe property

public bool hitChance
return bool

hitFormula public_oe property

public int hitFormula
return int

prefab public_oe property

public EffectPrefab[] prefab
return EffectPrefab[]

raceValue public_oe property

public int[] raceValue
return int[]

realID public_oe property

public int realID
return int

reflectSkills public_oe property

public bool reflectSkills
return bool

removeNeeded public_oe property

public AIConditionNeeded removeNeeded
return AIConditionNeeded

removeRequirement public_oe property

public StatusRequirement[] removeRequirement
return StatusRequirement[]

setElement public_oe property

public bool setElement
return bool

sizeValue public_oe property

public int[] sizeValue
return int[]

skillTypeBlock public_oe property

public bool[] skillTypeBlock
return bool[]

stopMove public_oe property

public bool stopMove
return bool

stopMovement public_oe property

public bool stopMovement
return bool