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GebAbilityInfo Class Reference

Detailed Description

This is the info for Geb's ability set.

  • The offense ability throws a projectile summons a small earthquake. It also changes the player's melee attack to be slower but do more damage.
  • The defense ability spawns a rock wall in front of the player. The rock wall pushes forward slightly with each upgrade.
  • The utility ability spawns a temporary rock platform under the player.
  • The passive ability gives the player damage resistance and knockback resistance.

Documentation updated 10/10/2024

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.

Public Member Functions

override void OnEquipped (AbilityOwner abilityOwner)
 Runs when the ability is equipped.
 
override void OnUnequipped (AbilityOwner abilityOwner)
 Runs when the abiility is unequipped.
 
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.
 
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.
 

Protected Member Functions

override void AbilityOffense (AbilityOwner abilityOwner)
 Throws a projectile summons a small earthquake. It also changes the player's melee attack to be slower but do more damage using stat modifiers.
 
override void AbilityDefense (AbilityOwner abilityOwner)
 Spawns a rock wall in front of the player. The rock wall pushes forward slightly with each upgrade.
 
override void AbilityUtility (AbilityOwner abilityOwner)
 Spawns a temporary rock platform under the player.
 
override void AbilityPassiveEnable (AbilityOwner abilityOwner)
 Gives the player damage resistance and knockback resistance.
 
override void AbilityPassiveDisable (AbilityOwner abilityOwner)
 Removes the passive ability's damage resistance and knockback resistance stat increases.
 
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.
 

Offense Ability Info

Information related to the offense ability in this set. The offense ability throws a projectile summons a small earthquake. It also changes the player's melee attack to be slower but do more damage.

GameObject[] earthquakeProjectilePrefab
 
int[] meleeDamageModValues
 The amount of melee damage that should be applied for each level - 1 (array starts at 0).
 
float[] meleeCooldownModValues
 The amount of melee cooldown that should be applied for each level - 1 (array starts at 0).
 
StatModifier meleeDamageMod
 Reference to the melee damage stat modifier this ability will apply.
 
StatModifier meleeCooldownMod
 Reference to the melee cooldown stat modifier this ability will apply.
 

Defense Ability Info

Information related to the defense ability in this set. The defense ability spawns a rock wall in front of the player. The rock wall pushes forward slightly with each upgrade.

GameObject[] rockWallPrefab
 
Vector2 wallOffset
 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 spawns a temporary rock platform under the player.

GameObject[] rockPlatformPrefab
 
Vector2 platformOffset
 Where the platform will spawn in relation to the player.
 

Passive Ability Info

Information related to the passive ability in this set. The passive ability gives the player damage resistance and knockback resistance.

int[] damageResistanceModValues
 
int[] kbResistanceModValues
 The amount of knockback resistance that should be applied for each level - 1 (array starts at 0).
 
StatModifier damageResistanceMod
 Reference to the damage resistance stat modifier this ability will apply.
 
StatModifier kbResistanceMod
 Reference to the knockback resistance stat modifier this ability will apply.
 

Additional Inherited Members

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 GebAbilityInfo.AbilityDefense ( AbilityOwner abilityOwner)
protected

Spawns a rock wall in front of the player. The rock wall pushes forward slightly with each upgrade.

◆ AbilityOffense()

override void GebAbilityInfo.AbilityOffense ( AbilityOwner abilityOwner)
protected

Throws a projectile summons a small earthquake. It also changes the player's melee attack to be slower but do more damage using stat modifiers.

◆ AbilityPassiveDisable()

override void GebAbilityInfo.AbilityPassiveDisable ( AbilityOwner abilityOwner)
protected

Removes the passive ability's damage resistance and knockback resistance stat increases.

◆ AbilityPassiveEnable()

override void GebAbilityInfo.AbilityPassiveEnable ( AbilityOwner abilityOwner)
protected

Gives the player damage resistance and knockback resistance.

◆ AbilityUtility()

override void GebAbilityInfo.AbilityUtility ( AbilityOwner abilityOwner)
protected

Spawns a temporary rock platform under the player.

◆ OnEquipped()

override void GebAbilityInfo.OnEquipped ( AbilityOwner abilityOwner)
virtual

Runs when the ability is equipped.

Reimplemented from BaseAbilityInfo.

◆ OnUnequipped()

override void GebAbilityInfo.OnUnequipped ( AbilityOwner abilityOwner)
virtual

Runs when the abiility is unequipped.

Reimplemented from BaseAbilityInfo.

Member Data Documentation

◆ damageResistanceMod

StatModifier GebAbilityInfo.damageResistanceMod
private

Reference to the damage resistance stat modifier this ability will apply.

◆ damageResistanceModValues

int [] GebAbilityInfo.damageResistanceModValues
private

The amount of damage resistance that should be applied for each level - 1 (array starts at 0).

◆ earthquakeProjectilePrefab

GameObject [] GebAbilityInfo.earthquakeProjectilePrefab
private

Reference to the projectile prefab this ability will instantiate for each level - 1 (array starts at 0).

◆ kbResistanceMod

StatModifier GebAbilityInfo.kbResistanceMod
private

Reference to the knockback resistance stat modifier this ability will apply.

◆ kbResistanceModValues

int [] GebAbilityInfo.kbResistanceModValues
private

The amount of knockback resistance that should be applied for each level - 1 (array starts at 0).

◆ meleeCooldownMod

StatModifier GebAbilityInfo.meleeCooldownMod
private

Reference to the melee cooldown stat modifier this ability will apply.

◆ meleeCooldownModValues

float [] GebAbilityInfo.meleeCooldownModValues
private

The amount of melee cooldown that should be applied for each level - 1 (array starts at 0).

◆ meleeDamageMod

StatModifier GebAbilityInfo.meleeDamageMod
private

Reference to the melee damage stat modifier this ability will apply.

◆ meleeDamageModValues

int [] GebAbilityInfo.meleeDamageModValues
private

The amount of melee damage that should be applied for each level - 1 (array starts at 0).

◆ platformOffset

Vector2 GebAbilityInfo.platformOffset
private

Where the platform will spawn in relation to the player.

◆ rockPlatformPrefab

GameObject [] GebAbilityInfo.rockPlatformPrefab
private

Reference to the rock platform prefabs this ability will instantiate for each level - 1 (array starts at 0).

◆ rockWallPrefab

GameObject [] GebAbilityInfo.rockWallPrefab
private

Reference to the rock wall prefab this ability will instantiate for each level - 1 (array starts at 0).

◆ wallOffset

Vector2 GebAbilityInfo.wallOffset
private

Where the wall will spawn in relation to the player.


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