TopDown Engine v5.0
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MoreMountains.TopDownEngine.DamageResistanceProcessor Class Reference

Link this component to a Health component, and it'll be able to process incoming damage through resistances, handling damage reduction/increase, condition changes, movement multipliers, feedbacks and more. More...

Inheritance diagram for MoreMountains.TopDownEngine.DamageResistanceProcessor:
MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Member Functions

virtual void SortDamageResistanceList ()
 A method used to reorder the list of resistances, based on priority by default. Don't hesitate to override this method if you'd like your resistances to be handled in a different order.
virtual float ProcessDamage (float damage, List< TypedDamage > typedDamages, bool damageApplied)
 Processes incoming damage through the list of resistances, and outputs the final damage value.
virtual void SetResistanceByLabel (string searchedLabel, bool active)
virtual void InterruptDamageOverTime (DamageType damageType)
 When interrupting all damage over time of the specified type, stops their associated feedbacks if needed.
virtual bool CheckPreventCharacterConditionChange (DamageType typedDamage)
 Checks if any of the resistances prevents the character from changing condition, and returns true if that's the case, false otherwise.
virtual bool CheckPreventMovementModifier (DamageType typedDamage)
 Checks if any of the resistances prevents the character from changing condition, and returns true if that's the case, false otherwise.
virtual bool CheckPreventKnockback (List< TypedDamage > typedDamages)
 Returns true if the resistances on this processor make it immune to knockback, false otherwise.
virtual Vector3 ProcessKnockbackForce (Vector3 knockback, List< TypedDamage > typedDamages)
 Processes the input knockback force through the various resistances.

Public Attributes

bool AutoFillDamageResistanceList = true
 If this is true, this component will try to auto-fill its list of damage resistances from the ones found in its children.
bool IgnoreDisabledResistances = true
 If this is true, disabled resistances will be ignored by the auto fill.
bool IgnoreUnknownDamageTypes = false
 If this is true, damage from damage types that this processor has no resistance for will be ignored.
List< DamageResistance > DamageResistanceList
 the list of damage resistances this processor will handle. Auto filled if AutoFillDamageResistanceList is true

Protected Member Functions

virtual void Awake ()
 On awake we initialize our processor.
virtual void Initialization ()
 Auto finds resistances if needed and sorts them.

Detailed Description

Link this component to a Health component, and it'll be able to process incoming damage through resistances, handling damage reduction/increase, condition changes, movement multipliers, feedbacks and more.

Member Function Documentation

◆ Awake()

virtual void MoreMountains.TopDownEngine.DamageResistanceProcessor.Awake ( )
protectedvirtual

On awake we initialize our processor.

◆ CheckPreventCharacterConditionChange()

virtual bool MoreMountains.TopDownEngine.DamageResistanceProcessor.CheckPreventCharacterConditionChange ( DamageType typedDamage)
virtual

Checks if any of the resistances prevents the character from changing condition, and returns true if that's the case, false otherwise.

Parameters
typedDamage
Returns

◆ CheckPreventKnockback()

virtual bool MoreMountains.TopDownEngine.DamageResistanceProcessor.CheckPreventKnockback ( List< TypedDamage > typedDamages)
virtual

Returns true if the resistances on this processor make it immune to knockback, false otherwise.

Parameters
typedDamage
Returns

◆ CheckPreventMovementModifier()

virtual bool MoreMountains.TopDownEngine.DamageResistanceProcessor.CheckPreventMovementModifier ( DamageType typedDamage)
virtual

Checks if any of the resistances prevents the character from changing condition, and returns true if that's the case, false otherwise.

Parameters
typedDamage
Returns

◆ Initialization()

virtual void MoreMountains.TopDownEngine.DamageResistanceProcessor.Initialization ( )
protectedvirtual

Auto finds resistances if needed and sorts them.

◆ InterruptDamageOverTime()

virtual void MoreMountains.TopDownEngine.DamageResistanceProcessor.InterruptDamageOverTime ( DamageType damageType)
virtual

When interrupting all damage over time of the specified type, stops their associated feedbacks if needed.

Parameters
damageType

◆ ProcessDamage()

virtual float MoreMountains.TopDownEngine.DamageResistanceProcessor.ProcessDamage ( float damage,
List< TypedDamage > typedDamages,
bool damageApplied )
virtual

Processes incoming damage through the list of resistances, and outputs the final damage value.

Parameters
damage
typedDamages
damageApplied
Returns

◆ ProcessKnockbackForce()

virtual Vector3 MoreMountains.TopDownEngine.DamageResistanceProcessor.ProcessKnockbackForce ( Vector3 knockback,
List< TypedDamage > typedDamages )
virtual

Processes the input knockback force through the various resistances.

Parameters
knockback
typedDamages
Returns

◆ SetResistanceByLabel()

virtual void MoreMountains.TopDownEngine.DamageResistanceProcessor.SetResistanceByLabel ( string searchedLabel,
bool active )
virtual

◆ SortDamageResistanceList()

virtual void MoreMountains.TopDownEngine.DamageResistanceProcessor.SortDamageResistanceList ( )
virtual

A method used to reorder the list of resistances, based on priority by default. Don't hesitate to override this method if you'd like your resistances to be handled in a different order.

Member Data Documentation

◆ AutoFillDamageResistanceList

bool MoreMountains.TopDownEngine.DamageResistanceProcessor.AutoFillDamageResistanceList = true

If this is true, this component will try to auto-fill its list of damage resistances from the ones found in its children.

◆ DamageResistanceList

List<DamageResistance> MoreMountains.TopDownEngine.DamageResistanceProcessor.DamageResistanceList

the list of damage resistances this processor will handle. Auto filled if AutoFillDamageResistanceList is true

◆ IgnoreDisabledResistances

bool MoreMountains.TopDownEngine.DamageResistanceProcessor.IgnoreDisabledResistances = true

If this is true, disabled resistances will be ignored by the auto fill.

◆ IgnoreUnknownDamageTypes

bool MoreMountains.TopDownEngine.DamageResistanceProcessor.IgnoreUnknownDamageTypes = false

If this is true, damage from damage types that this processor has no resistance for will be ignored.


The documentation for this class was generated from the following file: