ActionAdventureKit 1.5.4
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manages the effects that are active on a character
when an effect is added it is instantiated as a child of this behaviour
effects are persisted and restored when the game is loaded unless they have been added as external
external effects are useful for effects that are added by items or triggers which readd the effect when the game is loaded anyway
Classes | |
struct | EffectData |
struct | EffectValue |
Public Member Functions | |
bool | HasEffect (EffectType effectType) |
EffectBase | GetEffect (EffectType effectType) |
EffectBase | Add (string key, bool isExternal=false) |
EffectBase | Add (EffectType effectType, bool isExternal=false) |
T | Add< T > (T prefab, bool isExternal=false) |
bool | Remove (string key) |
bool | Remove (EffectType effectType) |
void | Remove (EffectBase effect) |
void | ClearEffects () |
void | Persist () |
EffectData | GetData () |
Public Attributes | |
CharacterBase | Character |
EffectSet | Effects |
PersisterBase | Persister |
float | PersistenceInterval = 1f |
UnityEvent | Changed |
UnityEvent< EffectBase > | Added |
UnityEvent< EffectBase > | Removed |
Static Public Attributes | |
const string | PERSISTENCE_SUB_KEY = "EFF" |
Properties | |
CharacterBase | AssociatedCharacter [get] |
character that owns or is otherwise associted with the object | |
IReadOnlyList< EffectBase > | CurrentEffects [get] |
Properties inherited from AdventureCore.ICharacterAssociator |
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inline |
T | : | EffectBase |
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get |
character that owns or is otherwise associted with the object
Implements AdventureCore.ICharacterAssociator.