Skills

Contains the logic of handling all skill related actions like unlocking, executing.

Implementation

public class Skills : GlobalID, IGameSave

Inheritance

MonoBehaviour --> GlobalID --> Skills

IGameSave --> Skills

Classes

Name

Description

SerialSkill

Contains the values for a saved skill

SerialData

Contains an array of saved skills

EventArgs

Contains the arguments for generating an OnChangeSkill event

EventSkillActivation

Event class that is fired when activating a skill

EventSkillsReset

Event class that is fired when resetting all skills

Fields

Name

Description

SKILLS

SKILLSSETTINGS

skillsList

MSG_ERROR_LEVELNOTASSIGNED

MSG_ERROR_SKILLPOINTSNOTASSIGNED

MSG_ERROR_STATSCOMPONENTNOTASSIGNED

useSkillBar

skillBarElements

saveSkills

skillBarConfigurationModeOn

skillTreeWindowOpen

skillTreeUIManager

onChangeSkill

eventOnActivateStart

eventOnActivateEnd

eventOnCastStart

eventOnCastEnd

eventOnExecuteStart

eventOnExecuteEnd

eventOnFinishingStart

eventOnFinishingEnd

eventSkillsReset

Methods

Name

Description

Awake()

Start()

OnDestroy()

GetSkillsDictionary()

GetSkillPoints()

GetLevel()

GetSkill(int)

GetSkills()

GetSkillID(int)

GetSkillState(int)

GetSkillLockedState(int, Skill.SkillState)

GetSkillExecutionState(SkillAsset)

LockSkill(SkillAsset, [bool])

UnlockSkill(SkillAsset, [bool])

UpdateSkillState(int, SkillSkillState)

CheckSkillRequirements(SkillAsset)

CheckSkillLevel(SkillAsset)

CheckSkillReliesOnSkills(SkillAsset)

CheckSkillOtherConditions(SkillAsset)

CheckSkillSkillPoints(SkillAsset)

ExecuteSkill(SkillHolder)

ExecuteSkill(SkillAsset)

ExecuteSkillPermanent(int uuid)

ExecuteStartActivationPhase(SkillAsset)

ExecuteEndActivationPhase(SkillAsset)

ExecuteStartCastPhase(SkillAsset)

ExecuteEndCastPhase(SkillAsset)

ExecuteStartExecutionPhase(SkillAsset)

ExecuteEndExecutionPhase(SkillAsset)

ExecuteStartFinishPhase(SkillAsset)

ExecuteEndFinishPhase(SkillAsset)

StartCooldown(SkillAsset)

StopCooldown(SkillAsset)

CancelExecutingSkillBar(SkillAsset)

UpdateSkillBar(SkillAsset)

CancelExecutingSkill(SkillAsset, [bool], [bool])

CancelExecutingSkill(SkillHolder, [bool], [bool])

CancelExecutingSkills([bool], [bool])

ResetAllSkills()

ResetSkill(SkillAsset)

ResetSkill(SkillHolder)

SyncSkillBarSkills(SkillBarSkillTreeElement, SkillAsset)

ChangeSkillType(SkillHolder, int)

ChangeSkillExecutionSettings(SkillHolder, float, float, float, float, float, float)

ResetPhaseProperties()

FireResetSkillsEvent()

AddOnChangeSkill(Action<EventArgs>)

RemoveOnChangeSkill(Action<EventArgs>)

UpdateSkillsList()

RequireInit([bool])

Properties

Name

Description

IsActivatingSkill

Boolean value indicating if a skill is being activated

IsCastingSkill

Boolean value indicating if a skill is being casted

IsExecutingSkill

Boolean value indicating if a non-permanent skill is being executed

IsFinishingSkill

Boolean value indicating if a skill is being finished