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.
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Information related to the offense ability in this set. The offense ability shoots bursts of fireballs.
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string | meleeAnimName = "Attack" |
| Name of the melee attack animation to run when the ability is activated.
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float | attackCooldown = 1f |
| How long the player must wait before melee attacking again.
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float | offenseRange = 1f |
| Range of the melee attack. Larger than a normal melee attack.
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float | offenseKnockback = 150f |
| The amount of knockback the melee attack should apply.
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GameObject | tornadoProjectilePrefab |
| Reference to the tornado projectile prefab this ability will instantiate.
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float | jumpForce |
| How much force this ability should apply to the super jump.
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int | newMaxJumpChain = 2 |
| Maximum amount of times the player can jump without touching the ground.
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int | defaultMaxJumpChain = 1 |
| Normal amount of times the player can jump without touching the ground.
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virtual void | AbilityUpdate (AbilityOwner abilityOwner) |
| Runs every tickRate seconds while the ability is active. Useful for things like repeatedly regenerating health.
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virtual void | AbilityActivate (AbilityOwner abilityOwner) |
| Runs the ability function of the given form.
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virtual void | DisablePassive (AbilityOwner abilityOwner) |
| Disables the passive ability if the.
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virtual void | AbilityDisable (AbilityOwner abilityOwner, AbilityEffectType effectType) |
| Runs when the ability duration runs out. Disables effects.
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virtual void | OnEquipped (AbilityOwner abilityOwner) |
| Runs when the ability is equipped.
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virtual void | OnUnequipped (AbilityOwner abilityOwner) |
| Runs when the abiility is unequipped.
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void | UpgradeAbility () |
| Increases the level by one, unless already at max level.
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string | GetAbilityName (AbilityForm form) |
| Returns the name of the given ability form.
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string | GetAbilityDescription (AbilityForm form) |
| Returns the description of the given ability form.
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string[] | GetAllAbilityNames () |
| Returns all the names of the abilities in each set.
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string[] | GetAllAbilityDescriptions () |
| Returns all the descriptions of the abilities in each set.
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string | GetQuote () |
| Returns all the god's quote for this ability.
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int | abilityID |
| A number that is used to identify the ability info object, usually to determine if two ability infos are the same.
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string | abilityName = "DEFAULT_ABILITY" |
| A string that is used to identify the ability, as well as display its name in UIs.
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Sprite | overlapIcon |
| Sprite used to represent the ability in UI elements, such as the ability inventory and ability hotbar.
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List< Sprite > | abilityIcons |
| The icons for each of the ability’s forms: offense, defense, utility, and passive.
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EventReference | onCooldownSound |
| Reference to the sound that plays when the player tries to use an ability that's currently on cooldown.
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int | abilityLevel = 0 |
| Current level of the ability. The ability is locked at level 0.
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int | maxLevel = 3 |
| The maximum level the ability can be upgraded to.
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List< int > | upgradeSoulCosts |
| The soul cost of the upgrades for the ability at each level.
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List< int > | upgradeGodsoulCosts |
| The godsoul cost of the upgrades for the ability at each level.
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AbilityForm | currentForm |
| Which of the 4 abilities in the set are currently in use.
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int | baseCost = 0 |
| Unimplemented feature that would see abilities cost a currency to use.
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float | duration = 0f |
| How long (in seconds) the ability should last for.
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float | tickRate = 0f |
| How many times a second AbilityUpdate() is run. Use for things like repeatedly regenerating health.
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float | chargeUp = 0f |
| How long (in seconds) the ability’s charge up should last for.
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float | cooldown = 0f |
| How long (in seconds) the ability’s cooldown should last for.
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int | damage = 0 |
| Unimplemented feature that's occasionally used when an ability needs a damage value.
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List< AbilityEffect > | offenseEffects |
| List of effects the offense ability will trigger.
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List< AbilityEffect > | defenseEffects |
| List of effects the defense ability will trigger.
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List< AbilityEffect > | utilityEffects |
| List of effects the utility ability will trigger.
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List< AbilityEffect > | passiveEffects |
| List of effects the passive ability will trigger.
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