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Eye of the Nile Docs
Everything you need to know to get started!
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This is the info for the rock ability set made for the club fair build.
Documentation updated 8/14/2024
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< AbilityEffect > | offenseEffects |
| List of effects the offense ability will trigger. | |
| List< AbilityEffect > | defenseEffects |
| List of effects the defense ability will trigger. | |
| List< AbilityEffect > | utilityEffects |
| List of effects the utility ability will trigger. | |
| List< AbilityEffect > | passiveEffects |
| List of effects the passive ability will trigger. | |
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protected |
Spawns a rock wall in front of the player.
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protected |
Throws a big boulder projectile.
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protected |
Removes the defense stat increase, returning the amount of damage the player takes to normal.
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protected |
Simple defense stat increase. The player takes a set amount less damage.
|
protected |
Spawns a temporary rock platform under the player.
| GameObject RockAbilityInfo.boulderProjectilePrefab |
Reference to the projectile prefab this ability will instantiate.
| StatModifier RockAbilityInfo.passiveModifier |
Reference to the stat modifier this ability will apply.
| float RockAbilityInfo.platformXOffset = 0f |
Offset on the x axis where the platform will spawn in relation to the player.
| float RockAbilityInfo.platformYOffset = 0f |
Offset on the y axis where the platform will spawn in relation to the player.
| GameObject RockAbilityInfo.rockPlatformPrefab |
Reference to the rock platform prefab this ability will instantiate.
| GameObject RockAbilityInfo.rockWallPrefab |
Reference to the rock wall prefab this ability will instantiate.
| float RockAbilityInfo.wallXOffset = 3f |
Offset on the x axis where the wall will spawn in relation to the player.
| float RockAbilityInfo.wallYOffset = 0f |
Offset on the y axis where the wall will spawn in relation to the player.