effect that repeatedly damages the character while active
https://adventure.softleitner.com/manual/effect
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virtual Vector3 | GetPosition () |
| position of the receiver, may be used to determine damage direction
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virtual Vector3 | GetDirection (IDamageReceiver receiver) |
| calculates direction of damage between this sender and a receiver
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bool | PreDamage (IDamageReceiver receiver) |
| called before any real damage handling to check if the handling is valid and should continue
for example if a character is currently dodging damage handling can be cancelled here
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void | OnDamage (DamageEvent e) |
| this is where the main damage handling should take place and damage vectors are assigned
OnDamage is called in the order Sender > Receiver > Damage
for example if a character is wearing protective gear it may reduce the damage value here
this method is called for every damage parameter see DamageEvent for more details
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void | PostDamage (IDamageReceiver receiver, List< DamageEvent > events) |
| called after alle the damages have been applied
this is a good spot to react to the change of state that has been done by the damages
for example death or destruction if health was reduced to 0 by the damages
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override string | GetValue () |
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override void | SetValue (string data) |
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void | Terminate () |
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virtual void | Add (EffectBase prefab) |
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override string | ToString () |
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◆ GetDirection()
virtual Vector3 AdventureCore.DamageEffect.GetDirection |
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IDamageReceiver | receiver | ) |
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virtual |
◆ GetPosition()
virtual Vector3 AdventureCore.DamageEffect.GetPosition |
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virtual |
position of the receiver, may be used to determine damage direction
- Returns
- position of the receiver, or the character associated with it
Implements AdventureCore.IDamageSender.
◆ GetValue()
override string AdventureCore.DamageEffect.GetValue |
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virtual |
◆ OnDamage()
void AdventureCore.DamageEffect.OnDamage |
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DamageEvent | e | ) |
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inline |
this is where the main damage handling should take place and damage vectors are assigned
OnDamage is called in the order Sender > Receiver > Damage
for example if a character is wearing protective gear it may reduce the damage value here
this method is called for every damage parameter see DamageEvent for more details
- Parameters
-
Implements AdventureCore.IDamageSender.
◆ PostDamage()
called after alle the damages have been applied
this is a good spot to react to the change of state that has been done by the damages
for example death or destruction if health was reduced to 0 by the damages
- Parameters
-
Implements AdventureCore.IDamageSender.
◆ PreDamage()
called before any real damage handling to check if the handling is valid and should continue
for example if a character is currently dodging damage handling can be cancelled here
- Parameters
-
- Returns
- whether the damage handling should continue
Implements AdventureCore.IDamageSender.
◆ SetValue()
override void AdventureCore.DamageEffect.SetValue |
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string | data | ) |
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virtual |