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 More...
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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 More...
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virtual void | SetResistanceByLabel (string searchedLabel, bool active) |
| Enables or disables a resistance matching the searched label More...
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virtual void | InterruptDamageOverTime (DamageType damageType) |
| When interrupting all damage over time of the specified type, stops their associated feedbacks if needed More...
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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 More...
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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 More...
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virtual Vector2 | ProcessKnockbackForce (Vector2 knockback, List< TypedDamage > typedDamages) |
| Processes the input knockback force through the various resistances More...
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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 More...
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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.CorgiEngine.DamageResistanceProcessor.Awake |
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protectedvirtual |
On awake we initialize our processor
◆ CheckPreventCharacterConditionChange()
virtual bool MoreMountains.CorgiEngine.DamageResistanceProcessor.CheckPreventCharacterConditionChange |
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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
◆ CheckPreventKnockback()
virtual bool MoreMountains.CorgiEngine.DamageResistanceProcessor.CheckPreventKnockback |
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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.CorgiEngine.DamageResistanceProcessor.CheckPreventMovementModifier |
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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.CorgiEngine.DamageResistanceProcessor.Initialization |
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protectedvirtual |
Auto finds resistances if needed and sorts them
◆ InterruptDamageOverTime()
virtual void MoreMountains.CorgiEngine.DamageResistanceProcessor.InterruptDamageOverTime |
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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.CorgiEngine.DamageResistanceProcessor.ProcessDamage |
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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 Vector2 MoreMountains.CorgiEngine.DamageResistanceProcessor.ProcessKnockbackForce |
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Vector2 |
knockback, |
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List< TypedDamage > |
typedDamages |
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virtual |
Processes the input knockback force through the various resistances
- Parameters
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- Returns
◆ SetResistanceByLabel()
virtual void MoreMountains.CorgiEngine.DamageResistanceProcessor.SetResistanceByLabel |
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string |
searchedLabel, |
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bool |
active |
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virtual |
Enables or disables a resistance matching the searched label
- Parameters
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◆ SortDamageResistanceList()
virtual void MoreMountains.CorgiEngine.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.CorgiEngine.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.CorgiEngine.DamageResistanceProcessor.DamageResistanceList |
the list of damage resistances this processor will handle. Auto filled if AutoFillDamageResistanceList is true
◆ IgnoreDisabledResistances
bool MoreMountains.CorgiEngine.DamageResistanceProcessor.IgnoreDisabledResistances = true |
If this is true, disabled resistances will be ignored by the auto fill.
◆ IgnoreUnknownDamageTypes
bool MoreMountains.CorgiEngine.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: