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...
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| 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.
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| virtual float | ProcessDamage (float damage, List< TypedDamage > typedDamages, bool damageApplied) |
| | Processes incoming damage through the list of resistances, and outputs the final damage value.
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| 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.
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| 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.
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| 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.
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| virtual bool | CheckPreventKnockback (List< TypedDamage > typedDamages) |
| | Returns true if the resistances on this processor make it immune to knockback, false otherwise.
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| virtual Vector3 | ProcessKnockbackForce (Vector3 knockback, List< TypedDamage > typedDamages) |
| | Processes the input knockback force through the various resistances.
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| 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.
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| bool | IgnoreDisabledResistances = true |
| | If this is true, disabled resistances will be ignored by the auto fill.
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| bool | IgnoreUnknownDamageTypes = false |
| | If this is true, damage from damage types that this processor has no resistance for will be ignored.
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| List< DamageResistance > | DamageResistanceList |
| | the list of damage resistances this processor will handle. Auto filled if AutoFillDamageResistanceList is true
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| virtual void | Awake () |
| | On awake we initialize our processor.
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| virtual void | Initialization () |
| | Auto finds resistances if needed and sorts them.
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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.
◆ Awake()
| virtual void MoreMountains.TopDownEngine.DamageResistanceProcessor.Awake |
( |
| ) |
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protectedvirtual |
On awake we initialize our processor.
◆ CheckPreventCharacterConditionChange()
| virtual bool MoreMountains.TopDownEngine.DamageResistanceProcessor.CheckPreventCharacterConditionChange |
( |
DamageType | typedDamage | ) |
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virtual |
Checks if any of the resistances prevents the character from changing condition, and returns true if that's the case, false otherwise.
- Parameters
-
- Returns
◆ CheckPreventKnockback()
| virtual bool MoreMountains.TopDownEngine.DamageResistanceProcessor.CheckPreventKnockback |
( |
List< TypedDamage > | typedDamages | ) |
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virtual |
Returns true if the resistances on this processor make it immune to knockback, false otherwise.
- Parameters
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- Returns
◆ CheckPreventMovementModifier()
| virtual bool MoreMountains.TopDownEngine.DamageResistanceProcessor.CheckPreventMovementModifier |
( |
DamageType | typedDamage | ) |
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virtual |
Checks if any of the resistances prevents the character from changing condition, and returns true if that's the case, false otherwise.
- Parameters
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- Returns
◆ Initialization()
| virtual void MoreMountains.TopDownEngine.DamageResistanceProcessor.Initialization |
( |
| ) |
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protectedvirtual |
Auto finds resistances if needed and sorts them.
◆ InterruptDamageOverTime()
| virtual void MoreMountains.TopDownEngine.DamageResistanceProcessor.InterruptDamageOverTime |
( |
DamageType | damageType | ) |
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virtual |
When interrupting all damage over time of the specified type, stops their associated feedbacks if needed.
- Parameters
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◆ ProcessDamage()
| virtual float MoreMountains.TopDownEngine.DamageResistanceProcessor.ProcessDamage |
( |
float | damage, |
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List< TypedDamage > | typedDamages, |
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bool | damageApplied ) |
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virtual |
Processes incoming damage through the list of resistances, and outputs the final damage value.
- Parameters
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| damage | |
| typedDamages | |
| damageApplied | |
- Returns
◆ ProcessKnockbackForce()
| virtual Vector3 MoreMountains.TopDownEngine.DamageResistanceProcessor.ProcessKnockbackForce |
( |
Vector3 | knockback, |
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List< TypedDamage > | typedDamages ) |
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virtual |
Processes the input knockback force through the various resistances.
- Parameters
-
- Returns
◆ SetResistanceByLabel()
| virtual void MoreMountains.TopDownEngine.DamageResistanceProcessor.SetResistanceByLabel |
( |
string | searchedLabel, |
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bool | active ) |
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virtual |
◆ SortDamageResistanceList()
| virtual void MoreMountains.TopDownEngine.DamageResistanceProcessor.SortDamageResistanceList |
( |
| ) |
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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.
◆ 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: