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RockAbilityInfo Class Reference

Detailed Description

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

  • The offense ability throws a big boulder projectile.
  • The defense ability spawns a rock wall in front of the player.
  • The utility ability spawns a temporary rock platform under the player.
  • The passive ability is a simple defense stat increase. The player takes a set amount less 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)
 Throws a big boulder projectile.
 
override void AbilityDefense (AbilityOwner abilityOwner)
 Spawns a rock wall in front of the player.
 
override void AbilityUtility (AbilityOwner abilityOwner)
 Spawns a temporary rock platform under the player.
 
override void AbilityPassiveEnable (AbilityOwner abilityOwner)
 Simple defense stat increase. The player takes a set amount less damage.
 
override void AbilityPassiveDisable (AbilityOwner abilityOwner)
 Removes the defense stat increase, returning the amount of damage the player takes to normal.
 
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 big boulder projectile.

GameObject boulderProjectilePrefab
 Reference to the projectile prefab this ability will instantiate.
 

Defense Ability Info

Information related to the defense ability in this set. The defense ability spawns a rock wall in front of the player.

GameObject rockWallPrefab
 Reference to the rock wall prefab this ability will instantiate.
 
float wallXOffset = 3f
 Offset on the x axis where the wall will spawn in relation to the player.
 
float wallYOffset = 0f
 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 spawns a temporary rock platform under the player.

GameObject rockPlatformPrefab
 Reference to the rock platform prefab this ability will instantiate.
 
float platformXOffset = 0f
 Offset on the x axis where the platform will spawn in relation to the player.
 
float platformYOffset = 0f
 Offset on the y axis 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 is a simple defense stat increase. The player takes a set amount less damage.

StatModifier passiveModifier
 Reference to the stat modifier this ability will apply.
 

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 RockAbilityInfo.AbilityDefense ( AbilityOwner abilityOwner)
protected

Spawns a rock wall in front of the player.

◆ AbilityOffense()

override void RockAbilityInfo.AbilityOffense ( AbilityOwner abilityOwner)
protected

Throws a big boulder projectile.

◆ AbilityPassiveDisable()

override void RockAbilityInfo.AbilityPassiveDisable ( AbilityOwner abilityOwner)
protected

Removes the defense stat increase, returning the amount of damage the player takes to normal.

◆ AbilityPassiveEnable()

override void RockAbilityInfo.AbilityPassiveEnable ( AbilityOwner abilityOwner)
protected

Simple defense stat increase. The player takes a set amount less damage.

◆ AbilityUtility()

override void RockAbilityInfo.AbilityUtility ( AbilityOwner abilityOwner)
protected

Spawns a temporary rock platform under the player.

Member Data Documentation

◆ boulderProjectilePrefab

GameObject RockAbilityInfo.boulderProjectilePrefab

Reference to the projectile prefab this ability will instantiate.

◆ passiveModifier

StatModifier RockAbilityInfo.passiveModifier

Reference to the stat modifier this ability will apply.

◆ platformXOffset

float RockAbilityInfo.platformXOffset = 0f

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

◆ platformYOffset

float RockAbilityInfo.platformYOffset = 0f

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

◆ rockPlatformPrefab

GameObject RockAbilityInfo.rockPlatformPrefab

Reference to the rock platform prefab this ability will instantiate.

◆ rockWallPrefab

GameObject RockAbilityInfo.rockWallPrefab

Reference to the rock wall prefab this ability will instantiate.

◆ wallXOffset

float RockAbilityInfo.wallXOffset = 3f

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

◆ wallYOffset

float RockAbilityInfo.wallYOffset = 0f

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


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