Eye of the Nile Docs
Everything you need to know to get started!
Loading...
Searching...
No Matches
FireAbilityInfo Class Reference

Detailed Description

This is the info for the fire ability set made for the club fair build.

  • The offense ability shoots bursts of fireballs.
  • The defense ability spawns a tall fire on each side of the player.
  • The utility ability makes the player immune to fire for a short time.
  • The passive ability makes the player take less fire damage.

Documentation updated 8/14/2024

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

Protected Member Functions

override void AbilityOffense (AbilityOwner abilityOwner)
 Shoot a burst of fireballs.
 
override void AbilityDefense (AbilityOwner abilityOwner)
 Spawn a tall fire on each side of the player.
 
override void AbilityUtility (AbilityOwner abilityOwner)
 Makes the player immune to fire for a short time.
 
override void AbilityPassiveEnable (AbilityOwner abilityOwner)
 Makes the player take less fire damage.
 
override void AbilityPassiveDisable (AbilityOwner abilityOwner)
 Removes the fire resistance stat effect.
 
void AbilityOffense (AbilityOwner abilityOwner)
 The functionality for the offense ability goes here!
 
void AbilityDefense (AbilityOwner abilityOwner)
 The functionality for the defense ability goes here!
 
void AbilityUtility (AbilityOwner abilityOwner)
 The functionality for the utility ability goes here!
 
void AbilityPassiveEnable (AbilityOwner abilityOwner)
 The functionality for the passive ability goes here! This function will automatically run when the ability is equipped.
 
void AbilityPassiveDisable (AbilityOwner abilityOwner)
 Use thus function will disable the functionality of the passive ability. This function will automatically run when the ability is unequipped.
 
virtual void ApplyEffects (AbilityOwner abilityOwner, AbilityForm abilityForm, AbilityEffectType applyType)
 Applies all effects for the given ability form.
 
virtual void DisableEffects (AbilityOwner abilityOwner, AbilityForm abilityForm, AbilityEffectType disableType)
 Disables all effects for the given ability form.
 

Private Member Functions

void StatModDictInitializer ()
 Populates _StatModDict with the stat modifiers from statMods.
 

Offense Ability Info

Information related to the offense ability in this set. The offense ability shoots bursts of fireballs.

GameObject projectilePrefab
 Reference to the projectile prefab this ability will instantiate.
 
int numFireballs = 3
 The amount of projectiles to spawn.
 
float fireballDelay = 0.5f
 How much time to wait between spawning projectiles.
 

Defense Ability Info

Information related to the defense ability in this set. The defense ability spawns a tall fire on each side of the player.

GameObject firewallPrefab
 Reference to the firewall prefab this ability will instantiate.
 
float firewallXOffset = 1.5f
 Offset on the x axis where the wall will spawn in relation to the player.
 
float firewallYOffset = 0.5f
 Offset on the y axis where the wall will spawn in relation to the player.
 

Utility Ability Info

Information related to the utility ability in this set. The utility ability makes the player immune to fire for a short time.

float fireImmunityTimer = 3f
 How long the fire immunity will last.
 

Passive Ability Info

Information related to the passive ability in this set. The passive ability makes the player take less fire damage.

Remarks
This system could've been a lot simpler if it wasn't designed to support multiple statMods at the same time. Since this ability will only grant fire resistance, this extra functionality was not necessary.
List< StatModifierstatMods
 List of references to the stat modifiers this ability will apply.
 
string currentStat = "FireResistance"
 Stat modifier currently in use.
 
Dictionary< string, StatModifier_statModDictField
 Used to initialize _StatModDict.
 
Dictionary< string, StatModifier_StatModDict [get, set]
 Maps stat modifier names to their corresponding stat modifier objects.
 

Additional Inherited Members

virtual void AbilityUpdate (AbilityOwner abilityOwner)
 Runs every tickRate seconds while the ability is active. Useful for things like repeatedly regenerating health.
 
virtual void AbilityActivate (AbilityOwner abilityOwner)
 Runs the ability function of the given form.
 
virtual void DisablePassive (AbilityOwner abilityOwner)
 Disables the passive ability if the.
 
virtual void AbilityDisable (AbilityOwner abilityOwner, AbilityEffectType effectType)
 Runs when the ability duration runs out. Disables effects.
 
virtual void OnEquipped (AbilityOwner abilityOwner)
 Runs when the ability is equipped.
 
virtual void OnUnequipped (AbilityOwner abilityOwner)
 Runs when the abiility is unequipped.
 
void UpgradeAbility ()
 Increases the level by one, unless already at max level.
 
string GetAbilityName (AbilityForm form)
 Returns the name of the given ability form.
 
string GetAbilityDescription (AbilityForm form)
 Returns the description of the given ability form.
 
string[] GetAllAbilityNames ()
 Returns all the names of the abilities in each set.
 
string[] GetAllAbilityDescriptions ()
 Returns all the descriptions of the abilities in each set.
 
string GetQuote ()
 Returns all the god's quote for this ability.
 
int abilityID
 A number that is used to identify the ability info object, usually to determine if two ability infos are the same.
 
string abilityName = "DEFAULT_ABILITY"
 A string that is used to identify the ability, as well as display its name in UIs.
 
Sprite overlapIcon
 Sprite used to represent the ability in UI elements, such as the ability inventory and ability hotbar.
 
List< Sprite > abilityIcons
 The icons for each of the ability’s forms: offense, defense, utility, and passive.
 
EventReference onCooldownSound
 Reference to the sound that plays when the player tries to use an ability that's currently on cooldown.
 
int abilityLevel = 0
 Current level of the ability. The ability is locked at level 0.
 
int maxLevel = 3
 The maximum level the ability can be upgraded to.
 
List< int > upgradeSoulCosts
 The soul cost of the upgrades for the ability at each level.
 
List< int > upgradeGodsoulCosts
 The godsoul cost of the upgrades for the ability at each level.
 
AbilityForm currentForm
 Which of the 4 abilities in the set are currently in use.
 
int baseCost = 0
 Unimplemented feature that would see abilities cost a currency to use.
 
float duration = 0f
 How long (in seconds) the ability should last for.
 
float tickRate = 0f
 How many times a second AbilityUpdate() is run. Use for things like repeatedly regenerating health.
 
float chargeUp = 0f
 How long (in seconds) the ability’s charge up should last for.
 
float cooldown = 0f
 How long (in seconds) the ability’s cooldown should last for.
 
int damage = 0
 Unimplemented feature that's occasionally used when an ability needs a damage value.
 
List< AbilityEffectoffenseEffects
 List of effects the offense ability will trigger.
 
List< AbilityEffectdefenseEffects
 List of effects the defense ability will trigger.
 
List< AbilityEffectutilityEffects
 List of effects the utility ability will trigger.
 
List< AbilityEffectpassiveEffects
 List of effects the passive ability will trigger.
 

Member Function Documentation

◆ AbilityDefense()

override void FireAbilityInfo.AbilityDefense ( AbilityOwner abilityOwner)
protected

Spawn a tall fire on each side of the player.

◆ AbilityOffense()

override void FireAbilityInfo.AbilityOffense ( AbilityOwner abilityOwner)
protected

Shoot a burst of fireballs.

◆ AbilityPassiveDisable()

override void FireAbilityInfo.AbilityPassiveDisable ( AbilityOwner abilityOwner)
protected

Removes the fire resistance stat effect.

◆ AbilityPassiveEnable()

override void FireAbilityInfo.AbilityPassiveEnable ( AbilityOwner abilityOwner)
protected

Makes the player take less fire damage.

◆ AbilityUtility()

override void FireAbilityInfo.AbilityUtility ( AbilityOwner abilityOwner)
protected

Makes the player immune to fire for a short time.

◆ StatModDictInitializer()

void FireAbilityInfo.StatModDictInitializer ( )
private

Populates _StatModDict with the stat modifiers from statMods.

Member Data Documentation

◆ _statModDictField

Dictionary<string, StatModifier> FireAbilityInfo._statModDictField
private

Used to initialize _StatModDict.

◆ currentStat

string FireAbilityInfo.currentStat = "FireResistance"
private

Stat modifier currently in use.

◆ fireballDelay

float FireAbilityInfo.fireballDelay = 0.5f

How much time to wait between spawning projectiles.

◆ fireImmunityTimer

float FireAbilityInfo.fireImmunityTimer = 3f

How long the fire immunity will last.

◆ firewallPrefab

GameObject FireAbilityInfo.firewallPrefab

Reference to the firewall prefab this ability will instantiate.

◆ firewallXOffset

float FireAbilityInfo.firewallXOffset = 1.5f

Offset on the x axis where the wall will spawn in relation to the player.

◆ firewallYOffset

float FireAbilityInfo.firewallYOffset = 0.5f

Offset on the y axis where the wall will spawn in relation to the player.

◆ numFireballs

int FireAbilityInfo.numFireballs = 3

The amount of projectiles to spawn.

◆ projectilePrefab

GameObject FireAbilityInfo.projectilePrefab

Reference to the projectile prefab this ability will instantiate.

◆ statMods

List<StatModifier> FireAbilityInfo.statMods

List of references to the stat modifiers this ability will apply.

Property Documentation

◆ _StatModDict

Dictionary<string, StatModifier> FireAbilityInfo._StatModDict
getsetprivate

Maps stat modifier names to their corresponding stat modifier objects.


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