Skills
Contains the logic of handling all skill related actions like unlocking, executing.
public class Skills : GlobalID, IGameSave
Name | Description |
Contains the values for a saved skill | |
Contains an array of saved skills | |
Contains the arguments for generating an OnChangeSkill event | |
Event class that is fired when activating a skill | |
Event class that is fired when resetting all skills |
Name | Description |
SKILLS | Dictionary containing all skills |
SKILLSSETTINGS | Contains the skills settings |
skillsList | List containing all skills |
MSG_ERROR_LEVELNOTASSIGNED | Constant string indicating the level has not been assigned |
MSG_ERROR_SKILLPOINTSNOTASSIGNED | Constant string indicating the skill points have not been assigned |
MSG_ERROR_STATSCOMPONENTNOTASSIGNED | Constant string indicating the stats component has not been assigned |
useSkillBar | Checkbox to define whether the to use the skill bar feature or not |
skillBarElements | Reference to the skill bar gameobject |
saveSkills | Checkbox to define whether to save the skills or not |
skillBarConfigurationModeOn | Boolean variable to indicate whether the skill bar configuration mode is active |
skillTreeWindowOpen | Boolean variable to indicate whether the skill tree window is open |
skillTreeUIManager | Reference to the skill tree ui manager component |
onChangeSkill | Action to be executed when a skill is changed |
eventOnActivateStart | Event for subscribing to when the activation phase starts |
eventOnActivateEnd | Event for subscribing to when the activation phase ends |
eventOnCastStart | Event for subscribing to when the casting phase starts |
eventOnCastEnd | Event for subscribing to when the casting phase ends |
eventOnExecuteStart | Event for subscribing to when the execution phase starts |
eventOnExecuteEnd | Event for subscribing to when the execution phase ends |
eventOnFinishingStart | Event for subscribing to when the finish phase starts |
eventOnFinishingEnd | Event for subscribing to when the finish phase ends |
eventSkillsReset | |
Name | Description |
Awake() | Awake is called when the script instance is being loaded |
Start() | Initializes the events, skills and save/load functionality |
OnDestroy() | Called when the gameobject is deleted |
GetSkillsDictionary() | Returns the skills dictionary |
GetSkillPoints() | Returns the amount of skill points |
GetLevel() | Returns the level |
GetSkill(int) | Returns a skill by uuid |
GetSkills() | Returns a list of all skills |
GetSkillID(int) | Returns the uuid of a skill by uuid |
GetSkillState(int) | Returns the state of a skill |
GetSkillLockedState(int, Skill.SkillState) | Returns a boolean indicating whether the skill is locked or not |
GetSkillExecutionState(SkillAsset) | Returns a boolean indicating whether the skill is currently executing or not |
LockSkill(SkillAsset, [bool]) | Locks a skill |
UnlockSkill(SkillAsset, [bool]) | Unlocks a skill |
UpdateSkillState(int, SkillSkillState) | Updates the state of a skill |
CheckSkillRequirements(SkillAsset) | Returns a boolean indicating whether a skill passes the requirements |
CheckSkillLevel(SkillAsset) | Checks the level of a skill |
CheckSkillReliesOnSkills(SkillAsset) | Checks the relying skills of a skill |
CheckSkillOtherConditions(SkillAsset) | Checks the other conditions of a skill |
CheckSkillSkillPoints(SkillAsset) | Checks the skill points of a skill |
ExecuteSkill(SkillHolder) | Executes a skill |
ExecuteSkill(SkillAsset) | Executes a skill |
ExecuteSkillPermanent(int uuid) | Executes a permanent skill |
ExecuteStartActivationPhase(SkillAsset) | Starts the activation phase of a skill |
ExecuteEndActivationPhase(SkillAsset) | Ends the activation phase of a skill |
ExecuteStartCastPhase(SkillAsset) | Starts the cast phase of a skill |
ExecuteEndCastPhase(SkillAsset) | Ends the cast phase of a skill |
ExecuteStartExecutionPhase(SkillAsset) | Starts the execution phase of a skill |
ExecuteEndExecutionPhase(SkillAsset) | Ends the execution phase of a skill |
ExecuteStartFinishPhase(SkillAsset) | Starts the finish phase of a skill |
ExecuteEndFinishPhase(SkillAsset) | Ends the finish phase of a skill |
StartCooldown(SkillAsset) | Starts the cooldown process of a skill |
StartCooldownStored(SkillAsset) | Starts the cooldown process of a stored skill |
StopCooldown(SkillAsset) | Ends the cooldown process of a skill |
CancelExecutingSkillBar(SkillAsset) | Cancels the execution phase of a skill in the skill bar |
UpdateSkillBar(SkillAsset) | Updates the skill bar for a skill |
CancelExecutingSkill(SkillAsset, [bool], [bool]) | Cancels an executing skill |
CancelExecutingSkill(SkillHolder, [bool], [bool]) | Cancels an executing skill |
CancelExecutingSkills([bool], [bool]) | Cancels all executing skills |
ResetAllSkills() | Resets all skills |
ResetSkill(SkillAsset) | Resets a skill |
ResetSkill(SkillHolder) | Resets a skill |
SyncSkillBarSkills(SkillBarSkillTreeElement, SkillAsset) | Sync the skills with the skill bar |
ChangeSkillType(SkillHolder, int) | Changes the type of a skill |
ChangeSkillExecutionSettings(SkillHolder, float, float, float, float, float, float) | Changes the skill execution settings of a skill |
ResetPhaseProperties() | Resets the phase properties |
FireResetSkillsEvent() | Invokes the reset skills event |
AddOnChangeSkill(Action<EventArgs>) | Adds an on change skill callback |
RemoveOnChangeSkill(Action<EventArgs>) | Removes an on change skill callback |
UpdateSkillsList() | Updates the skills list |
RequireInit([bool]) | Initializes the skills settings |
Name | Description |
Boolean value indicating if a skill is being activated | |
Boolean value indicating if a skill is being casted | |
Boolean value indicating if a non-permanent skill is being executed | |
Boolean value indicating if a skill is being finished |
Last modified 1yr ago