Corgi Engine
v8.8

Used by the DamageResistanceProcessor, this class defines the resistance versus a certain type of damage. More...
Public Types  
enum  DamageModifierModes { DamageModifierModes.Multiplier, DamageModifierModes.Flat } 
enum  KnockbackModifierModes { KnockbackModifierModes.Multiplier, KnockbackModifierModes.Flat } 
Public Member Functions  
virtual float  ProcessDamage (float damage, DamageType type, bool damageApplied) 
When getting damage, goes through damage reduction and outputs the resulting damage More...  
virtual Vector2  ProcessKnockback (Vector2 knockback, DamageType type) 
Processes the knockback input value and returns it potentially modified by damage resistances More...  
Public Attributes  
float  Priority = 0 
The priority of this damage resistance. This will be used to determine in what order damage resistances should be evaluated. Lowest priority means evaluated first. More...  
string  Label = "" 
The label of this damage resistance. Used for organization, and to activate/disactivate a resistance by its label. More...  
DamageTypeModes  DamageTypeMode = DamageTypeModes.BaseDamage 
Whether this resistance impacts base damage or typed damage. More...  
DamageType  TypeResistance 
In TypedDamage mode, the type of damage this resistance will interact with. More...  
DamageModifierModes  DamageModifierMode = DamageModifierModes.Multiplier 
the way to reduce (or increase) received damage. Multiplier will multiply incoming damage by a multiplier, flat will subtract a constant value from incoming damage. More...  
float  DamageMultiplier = 0.25f 
In multiplier mode, the multiplier to apply to incoming damage. 0.5 will reduce it in half, while a value of 2 will create a weakness to the specified damage type, and damages will double. More...  
float  FlatDamageReduction = 10f 
In flat mode, the amount of damage to subtract every time that type of damage is received. More...  
bool  ClampDamage = false 
whether or not incoming damage of the specified type should be clamped between a min and a max More...  
Vector2  DamageModifierClamps = new Vector2(0f,10f) 
the values between which to clamp incoming damage More...  
bool  PreventCharacterConditionChange = false 
whether or not condition change for that type of damage is allowed or not More...  
bool  PreventMovementModifier = false 
whether or not movement modifiers are allowed for that type of damage or not More...  
bool  ImmuneToKnockback = false 
if this is true, knockback force will be ignored and not applied More...  
KnockbackModifierModes  KnockbackModifierMode = KnockbackModifierModes.Multiplier 
the way to reduce (or increase) received knockback. Multiplier will multiply incoming knockback intensity by a multiplier, flat will subtract a constant value from incoming knockback intensity. More...  
float  KnockbackMultiplier = 1f 
In multiplier mode, the multiplier to apply to incoming knockback. 0.5 will reduce it in half, while a value of 2 will create a weakness to the specified damage type, and knockback intensity will double. More...  
float  FlatKnockbackMagnitudeReduction = 10f 
In flat mode, the amount of knockback to subtract every time that type of damage is received. More...  
bool  ClampKnockback = false 
whether or not incoming knockback of the specified type should be clamped between a min and a max More...  
float  KnockbackMaxMagnitude = 10f 
the values between which to clamp incoming knockback magnitude More...  
MMFeedbacks  OnDamageReceived 
This feedback will only be triggered if damage of the matching type is received. More...  
bool  InterruptibleFeedback = false 
whether or not this feedback can be interrupted (stopped) when that type of damage is interrupted More...  
bool  AlwaysInterruptFeedbackBeforePlay = false 
if this is true, the feedback will always be preventively stopped before playing More...  
bool  TriggerFeedbackIfDamageIsZero = false 
whether this feedback should play if damage received is zero More...  
Protected Member Functions  
virtual void  Awake () 
On awake we initialize our feedback More...  
Used by the DamageResistanceProcessor, this class defines the resistance versus a certain type of damage.

protectedvirtual 
On awake we initialize our feedback

virtual 
When getting damage, goes through damage reduction and outputs the resulting damage
damage  
type  
damageApplied 
ArgumentOutOfRangeException 

virtual 
Processes the knockback input value and returns it potentially modified by damage resistances
damage  
type  
damageApplied 
ArgumentOutOfRangeException 
bool MoreMountains.CorgiEngine.DamageResistance.AlwaysInterruptFeedbackBeforePlay = false 
if this is true, the feedback will always be preventively stopped before playing
bool MoreMountains.CorgiEngine.DamageResistance.ClampDamage = false 
whether or not incoming damage of the specified type should be clamped between a min and a max
bool MoreMountains.CorgiEngine.DamageResistance.ClampKnockback = false 
whether or not incoming knockback of the specified type should be clamped between a min and a max
Vector2 MoreMountains.CorgiEngine.DamageResistance.DamageModifierClamps = new Vector2(0f,10f) 
the values between which to clamp incoming damage
DamageModifierModes MoreMountains.CorgiEngine.DamageResistance.DamageModifierMode = DamageModifierModes.Multiplier 
the way to reduce (or increase) received damage. Multiplier will multiply incoming damage by a multiplier, flat will subtract a constant value from incoming damage.
float MoreMountains.CorgiEngine.DamageResistance.DamageMultiplier = 0.25f 
In multiplier mode, the multiplier to apply to incoming damage. 0.5 will reduce it in half, while a value of 2 will create a weakness to the specified damage type, and damages will double.
DamageTypeModes MoreMountains.CorgiEngine.DamageResistance.DamageTypeMode = DamageTypeModes.BaseDamage 
Whether this resistance impacts base damage or typed damage.
float MoreMountains.CorgiEngine.DamageResistance.FlatDamageReduction = 10f 
In flat mode, the amount of damage to subtract every time that type of damage is received.
float MoreMountains.CorgiEngine.DamageResistance.FlatKnockbackMagnitudeReduction = 10f 
In flat mode, the amount of knockback to subtract every time that type of damage is received.
bool MoreMountains.CorgiEngine.DamageResistance.ImmuneToKnockback = false 
if this is true, knockback force will be ignored and not applied
bool MoreMountains.CorgiEngine.DamageResistance.InterruptibleFeedback = false 
whether or not this feedback can be interrupted (stopped) when that type of damage is interrupted
float MoreMountains.CorgiEngine.DamageResistance.KnockbackMaxMagnitude = 10f 
the values between which to clamp incoming knockback magnitude
KnockbackModifierModes MoreMountains.CorgiEngine.DamageResistance.KnockbackModifierMode = KnockbackModifierModes.Multiplier 
the way to reduce (or increase) received knockback. Multiplier will multiply incoming knockback intensity by a multiplier, flat will subtract a constant value from incoming knockback intensity.
float MoreMountains.CorgiEngine.DamageResistance.KnockbackMultiplier = 1f 
In multiplier mode, the multiplier to apply to incoming knockback. 0.5 will reduce it in half, while a value of 2 will create a weakness to the specified damage type, and knockback intensity will double.
string MoreMountains.CorgiEngine.DamageResistance.Label = "" 
The label of this damage resistance. Used for organization, and to activate/disactivate a resistance by its label.
MMFeedbacks MoreMountains.CorgiEngine.DamageResistance.OnDamageReceived 
This feedback will only be triggered if damage of the matching type is received.
bool MoreMountains.CorgiEngine.DamageResistance.PreventCharacterConditionChange = false 
whether or not condition change for that type of damage is allowed or not
bool MoreMountains.CorgiEngine.DamageResistance.PreventMovementModifier = false 
whether or not movement modifiers are allowed for that type of damage or not
float MoreMountains.CorgiEngine.DamageResistance.Priority = 0 
The priority of this damage resistance. This will be used to determine in what order damage resistances should be evaluated. Lowest priority means evaluated first.
bool MoreMountains.CorgiEngine.DamageResistance.TriggerFeedbackIfDamageIsZero = false 
whether this feedback should play if damage received is zero
DamageType MoreMountains.CorgiEngine.DamageResistance.TypeResistance 
In TypedDamage mode, the type of damage this resistance will interact with.