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

Implementation

1
public class Skills : GlobalID, IGameSave
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Inheritance

MonoBehaviour --> GlobalID --> Skills
IGameSave --> Skills

Classes

Name
Description
Contains the values for a saved skill
Contains an array of saved skills
EventArgs
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

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
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 9mo ago