special ChangingResourceValue that adds an effect when it is full and removes it when empty
typically ChangingResourceValue.Rate should be negative so the value empties on its own after being raised by some outside source
https://adventure.softleitner.com/manual/resource
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override bool | Change (float value, Object source=null) |
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override bool | ResetValue () |
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virtual bool | Set (float value, Object source=null) |
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virtual void | SetMaximum (float value, Object source=null) |
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override string | ToString () |
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EffectPool | EffectPool |
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EffectType | EffectType |
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float | Rate |
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float | Lag |
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ResourceType | Type |
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float | Minimum |
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float | Maximum |
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float | Value |
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UnityEvent< float > | Changing |
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UnityEvent< float > | Changed |
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UnityEvent< float > | MaximumChanged |
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override void | onValueChanged () |
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override void | Update () |
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virtual void | Awake () |
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virtual float | applyCaps (float value) |
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virtual void | onValueChanging (float newValue) |
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virtual void | onMaximumChanged () |
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bool | IsEffectActive [get] |
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float | Ratio [get] |
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ResourcePool | Pool [get, set] |
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◆ Change()
override bool AdventureCore.EffectResourceValue.Change |
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float | value, |
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Object | source = null ) |
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inlinevirtual |
◆ onValueChanged()
override void AdventureCore.EffectResourceValue.onValueChanged |
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inlineprotectedvirtual |
◆ ResetValue()
override bool AdventureCore.EffectResourceValue.ResetValue |
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inlinevirtual |