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WindAbilityInfo Class Reference

Detailed Description

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.

Protected Member Functions

override void AbilityOffense (AbilityOwner abilityOwner)
 Triggers a melee attack with more knockback and range.
 
override void AbilityDefense (AbilityOwner abilityOwner)
 Shoots a wind projectile that pushes enemies back.
 
override void AbilityUtility (AbilityOwner abilityOwner)
 Triggers a really high jump (regardless of if the player is normally allowed to jump).
 
override void AbilityPassiveEnable (AbilityOwner abilityOwner)
 Allows the player to triple jump.
 
override void AbilityPassiveDisable (AbilityOwner abilityOwner)
 Placeholder AbilityPassiveDisable.
 
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 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.
 

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 WindAbilityInfo.AbilityDefense ( AbilityOwner abilityOwner)
protected

Shoots a wind projectile that pushes enemies back.

◆ AbilityOffense()

override void WindAbilityInfo.AbilityOffense ( AbilityOwner abilityOwner)
protected

Triggers a melee attack with more knockback and range.

◆ AbilityPassiveDisable()

override void WindAbilityInfo.AbilityPassiveDisable ( AbilityOwner abilityOwner)
protected

Placeholder AbilityPassiveDisable.

◆ AbilityPassiveEnable()

override void WindAbilityInfo.AbilityPassiveEnable ( AbilityOwner abilityOwner)
protected

Allows the player to triple jump.

◆ AbilityUtility()

override void WindAbilityInfo.AbilityUtility ( AbilityOwner abilityOwner)
protected

Triggers a really high jump (regardless of if the player is normally allowed to jump).

Member Data Documentation

◆ attackCooldown

float WindAbilityInfo.attackCooldown = 1f

How long the player must wait before melee attacking again.

◆ defaultMaxJumpChain

int WindAbilityInfo.defaultMaxJumpChain = 1

Normal amount of times the player can jump without touching the ground.

Note
0 would be a normal jump, 1 allows for double jumping, 2 for triple jumping, etc.

◆ jumpForce

float WindAbilityInfo.jumpForce

How much force this ability should apply to the super jump.

◆ meleeAnimName

string WindAbilityInfo.meleeAnimName = "Attack"

Name of the melee attack animation to run when the ability is activated.

◆ newMaxJumpChain

int WindAbilityInfo.newMaxJumpChain = 2

Maximum amount of times the player can jump without touching the ground.

Note
0 would be a normal jump, 1 allows for double jumping, 2 for triple jumping, etc.

◆ offenseKnockback

float WindAbilityInfo.offenseKnockback = 150f

The amount of knockback the melee attack should apply.

◆ offenseRange

float WindAbilityInfo.offenseRange = 1f

Range of the melee attack. Larger than a normal melee attack.

◆ tornadoProjectilePrefab

GameObject WindAbilityInfo.tornadoProjectilePrefab

Reference to the tornado projectile prefab this ability will instantiate.


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