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ActiveAbilityData Class Reference

Detailed Description

Stores and manages the set of active ability sets. These are the 4 abilities on the hotbar the player has equipped and can use. You can manage this in the unity editor with the Scriptables_ActiveAbilties scriptable object.

Documentation updated 8/11/2024

Author
Roy Pascual
Note
This is a scriptable object, meaning you can make an instance of it in the Unity Editor that exists in the file explorer.

Public Member Functions

void VerifyAbilityForms ()
 
BaseAbilityInfo AbilityAt (int slotNumber)
 returns the ability info at the given slot number.
 
void SetAbilityAt (int slotNumber, BaseAbilityInfo newAbilityInfo)
 Sets the ability info at the given slot number to the provided BaseAbilityInfo. The currentForm of the ability info is updated to reflect the slot it’s now in.
 

Public Attributes

BaseAbilityInfo offenseSlot
 Ability info representing the ability set in offense slot.
 
BaseAbilityInfo defenseSlot
 Ability info representing the ability set in defense slot.
 
BaseAbilityInfo utilitySlot
 Ability info representing the ability set in utility slot.
 
BaseAbilityInfo passiveSlot
 Ability info representing the ability set in passive slot.
 

Properties

bool QueueRefresh = false [get, set]
 True is a change has been made to the active abilities. This allows PlayerAbilityController.cs to know it should update the ability hotbar display in the bottom left.
 
List< int > RefreshSlots = new List<int>() [get, set]
 Containers all slots that have been changed since the last QueueRefresh. This allows PlayerAbilityController.cs to know what slots it needs to update in the ability hotbar display.
 

Member Function Documentation

◆ AbilityAt()

BaseAbilityInfo ActiveAbilityData.AbilityAt ( int slotNumber)

returns the ability info at the given slot number.

Parameters
slotNumber
Returns

◆ SetAbilityAt()

void ActiveAbilityData.SetAbilityAt ( int slotNumber,
BaseAbilityInfo newAbilityInfo )

Sets the ability info at the given slot number to the provided BaseAbilityInfo. The currentForm of the ability info is updated to reflect the slot it’s now in.

Parameters
slotNumber
newAbilityInfo

◆ VerifyAbilityForms()

void ActiveAbilityData.VerifyAbilityForms ( )

Member Data Documentation

◆ defenseSlot

BaseAbilityInfo ActiveAbilityData.defenseSlot

Ability info representing the ability set in defense slot.

◆ offenseSlot

BaseAbilityInfo ActiveAbilityData.offenseSlot

Ability info representing the ability set in offense slot.

◆ passiveSlot

BaseAbilityInfo ActiveAbilityData.passiveSlot

Ability info representing the ability set in passive slot.

◆ utilitySlot

BaseAbilityInfo ActiveAbilityData.utilitySlot

Ability info representing the ability set in utility slot.

Property Documentation

◆ QueueRefresh

bool ActiveAbilityData.QueueRefresh = false
getset

True is a change has been made to the active abilities. This allows PlayerAbilityController.cs to know it should update the ability hotbar display in the bottom left.

Note
Might replace with an event someday.

◆ RefreshSlots

List<int> ActiveAbilityData.RefreshSlots = new List<int>()
getset

Containers all slots that have been changed since the last QueueRefresh. This allows PlayerAbilityController.cs to know what slots it needs to update in the ability hotbar display.

Note
Might replace with an event someday.

The documentation for this class was generated from the following file: