This is the info for the wind ability set made for the club fair build.
- The offense ability triggers a melee attack with more knockback and range.
- The defense ability shoots a wind projectile that pushes enemies back.
- The utility ability triggers a really high jump (regardless of if the player is normally allowed to jump).
- The passive ability allows the player to triple jump.
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.
|
Information related to the offense ability in this set. The offense ability shoots bursts of fireballs.
|
| string | meleeAnimName = "Attack" |
| | Name of the melee attack animation to run when the ability is activated.
|
| |
| float | attackCooldown = 1f |
| | How long the player must wait before melee attacking again.
|
| |
| float | offenseRange = 1f |
| | Range of the melee attack. Larger than a normal melee attack.
|
| |
| float | offenseKnockback = 150f |
| | The amount of knockback the melee attack should apply.
|
| |
| GameObject | tornadoProjectilePrefab |
| | Reference to the tornado projectile prefab this ability will instantiate.
|
| |
| float | jumpForce |
| | How much force this ability should apply to the super jump.
|
| |
| int | newMaxJumpChain = 2 |
| | Maximum amount of times the player can jump without touching the ground.
|
| |
| int | defaultMaxJumpChain = 1 |
| | Normal amount of times the player can jump without touching the ground.
|
| |
|
| 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.
|
| |