Class EntityStatus
Inheritance
object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
Mirror.NetworkBehaviour
EntityStatus
Assembly: Dew.Core.dll
Syntax
[HideMonoScript]
public class EntityStatus : EntityComponent, ILogicUpdate, ICleanup
Fields
baseStats
Declaration
[BoxGroup("Stat Settings", true, false, 0)]
public BaseStats baseStats
Field Value
bonusStats
Declaration
[BoxGroup("Stat Settings", true, false, 0)]
[NonSerialized]
[ShowInInspector]
[ReadOnly]
[HideIn(PrefabKind.PrefabInstance|PrefabKind.PrefabAsset)]
public BonusStats bonusStats
Field Value
ClientEvent_OnOnFinalStatsUpdated
Declaration
public SafeAction ClientEvent_OnOnFinalStatsUpdated
Field Value
finalStats
Base stats + scaling stats + bonus stats + basic effect stats
Declaration
public FinalStats finalStats
Field Value
finalStatsProcessors
Declaration
public DataProcessorGroup<FinalStats> finalStatsProcessors
Field Value
manaTypeKey
Declaration
public string manaTypeKey
Field Value
MaximumArmorValue
Declaration
public const float MaximumArmorValue = 100000
Field Value
MinimumArmorValue
Declaration
public const float MinimumArmorValue = -300
Field Value
scalingStats
Declaration
[BoxGroup("Stat Settings", true, false, 0)]
public BonusStats scalingStats
Field Value
statusEffects
List of status effects this entity has.
Declaration
public readonly List<StatusEffect> statusEffects
Field Value
| Type |
Description |
| System.Collections.Generic.List<T><StatusEffect> |
|
Properties
abilityHaste
Declaration
public float abilityHaste { get; }
Property Value
abilityPower
Declaration
public float abilityPower { get; }
Property Value
armor
Declaration
public float armor { get; }
Property Value
attackDamage
Declaration
public float attackDamage { get; }
Property Value
attackSpeedMultiplier
Declaration
public float attackSpeedMultiplier { get; }
Property Value
basicEffectMask
Declaration
public BasicEffectMask basicEffectMask { get; }
Property Value
coldEffectAmp
Declaration
public float coldEffectAmp { get; }
Property Value
critAmp
Declaration
public float critAmp { get; }
Property Value
critChance
Declaration
public float critChance { get; }
Property Value
currentHealth
Declaration
[SaveVar(SaveVarFlags.ApplyAfterFrameDelay)]
public float currentHealth { get; }
Property Value
currentMana
Declaration
[SaveVar(SaveVarFlags.ApplyAfterFrameDelay)]
public float currentMana { get; }
Property Value
currentShield
Declaration
public float currentShield { get; }
Property Value
darkEffectAmp
Declaration
public float darkEffectAmp { get; }
Property Value
darkStack
Declaration
public int darkStack { get; }
Property Value
fireEffectAmp
Declaration
public float fireEffectAmp { get; }
Property Value
fireStack
Declaration
public int fireStack { get; }
Property Value
hasArmorBoost
Declaration
public bool hasArmorBoost { get; }
Property Value
hasArmorReduction
Declaration
public bool hasArmorReduction { get; }
Property Value
hasAttackCritical
Declaration
public bool hasAttackCritical { get; }
Property Value
hasAttackOverride
Declaration
public bool hasAttackOverride { get; }
Property Value
hasBlind
Declaration
public bool hasBlind { get; }
Property Value
hasCold
Declaration
public bool hasCold { get; }
Property Value
hasCripple
Declaration
public bool hasCripple { get; }
Property Value
hasCrowdControlImmunity
Declaration
public bool hasCrowdControlImmunity { get; }
Property Value
hasDamageImmunity
Declaration
public bool hasDamageImmunity { get; }
Property Value
hasDeathInterrupt
Declaration
public bool hasDeathInterrupt { get; }
Property Value
hasHaste
Declaration
public bool hasHaste { get; }
Property Value
hasImmobility
Declaration
public bool hasImmobility { get; }
Property Value
hasInvisible
Declaration
public bool hasInvisible { get; }
Property Value
hasInvulnerable
Declaration
public bool hasInvulnerable { get; }
Property Value
hasMirageSkin
Declaration
public bool hasMirageSkin { get; }
Property Value
hasProtected
Declaration
public bool hasProtected { get; }
Property Value
hasRoot
Declaration
public bool hasRoot { get; }
Property Value
hasSilence
Declaration
public bool hasSilence { get; }
Property Value
hasSlow
Declaration
public bool hasSlow { get; }
Property Value
hasSpeed
Declaration
public bool hasSpeed { get; }
Property Value
hasStun
Declaration
public bool hasStun { get; }
Property Value
hasUncollidable
Declaration
public bool hasUncollidable { get; }
Property Value
hasUnstoppable
Declaration
public bool hasUnstoppable { get; }
Property Value
healthRegen
Declaration
public float healthRegen { get; }
Property Value
isAlive
Declaration
public bool isAlive { get; }
Property Value
isDead
Declaration
public bool isDead { get; }
Property Value
isHealthHidden
Declaration
public bool isHealthHidden { get; }
Property Value
isInConversation
Declaration
public bool isInConversation { get; }
Property Value
isSectionTriggeringDisabled
Declaration
public CounterBool isSectionTriggeringDisabled { get; }
Property Value
level
Declaration
[SaveVar(SaveVarFlags.Default)]
public int level { get; set; }
Property Value
lightEffectAmp
Declaration
public float lightEffectAmp { get; }
Property Value
lightStack
Declaration
public int lightStack { get; }
Property Value
manaRegen
Declaration
public float manaRegen { get; }
Property Value
maxHealth
Declaration
public float maxHealth { get; }
Property Value
maxMana
Declaration
public float maxMana { get; }
Property Value
mirageSkinInitAmount
Declaration
public float mirageSkinInitAmount { get; }
Property Value
missingHealth
Declaration
public float missingHealth { get; }
Property Value
missingMana
Declaration
public float missingMana { get; }
Property Value
movementSpeedMultiplier
Declaration
public float movementSpeedMultiplier { get; }
Property Value
normalizedHealth
Declaration
public float normalizedHealth { get; }
Property Value
normalizedMana
Declaration
public float normalizedMana { get; }
Property Value
overridenAttack
Declaration
public AbilityTrigger overridenAttack { get; }
Property Value
specialFill
Declaration
public Vector2 specialFill { get; set; }
Property Value
| Type |
Description |
| UnityEngine.Vector2 |
|
tenacity
Declaration
public float tenacity { get; }
Property Value
totalArmorFromStatusEffects
Declaration
public float totalArmorFromStatusEffects { get; }
Property Value
totalCripple
Declaration
public float totalCripple { get; }
Property Value
totalFakeMaxHealth
Declaration
public float totalFakeMaxHealth { get; }
Property Value
totalHaste
Declaration
public float totalHaste { get; }
Property Value
totalSlow
Declaration
public float totalSlow { get; }
Property Value
totalSpeed
Declaration
public float totalSpeed { get; }
Property Value
Methods
AddStatBonus(StatBonus)
Add the given bonus stats to this entity.
Declaration
public StatBonus AddStatBonus(StatBonus bonus)
Parameters
Returns
CalculateTotalBonusStat(float, float, float)
Declaration
public float CalculateTotalBonusStat(float current, float bonusFlat, float bonusPercentage)
Parameters
| Type |
Name |
Description |
| float |
current |
|
| float |
bonusFlat |
|
| float |
bonusPercentage |
|
Returns
DisableSectionTriggering()
This entity will not trigger section colliders. Note EnableSectionTriggering() must be done after calling this function.
Declaration
public void DisableSectionTriggering()
EnableSectionTriggering()
This entity will trigger section colliders. Note this has to be done AFTER calling DisableSectionTriggering().
Declaration
public void EnableSectionTriggering()
FindStatusEffect(Type, Func<StatusEffect, bool>)
Find a status effect of given type with predicate.
Declaration
public StatusEffect FindStatusEffect(Type type, Func<StatusEffect, bool> predicate)
Parameters
| Type |
Name |
Description |
| System.Type |
type |
|
| System.Func<T, TResult><StatusEffect, bool> |
predicate |
|
Returns
FindStatusEffect<T>(Func<T, bool>)
Find a status effect of given type with predicate.
Declaration
public T FindStatusEffect<T>(Func<T, bool> predicate) where T : StatusEffect
Parameters
| Type |
Name |
Description |
| System.Func<T, TResult><T, bool> |
predicate |
|
Returns
Type Parameters
GetBonusAbilityPower()
Declaration
public float GetBonusAbilityPower()
Returns
GetBonusArmor()
Declaration
public float GetBonusArmor()
Returns
GetBonusAttackDamage()
Declaration
public float GetBonusAttackDamage()
Returns
GetBonusHealth()
Declaration
public float GetBonusHealth()
Returns
GetElementalAmp(ElementalType)
Declaration
public float GetElementalAmp(ElementalType type)
Parameters
Returns
GetElementalStack(ElementalType)
Declaration
public int GetElementalStack(ElementalType type)
Parameters
Returns
GetStatusEffect(Type)
Get a status effect of given type.
Declaration
public StatusEffect GetStatusEffect(Type type)
Parameters
| Type |
Name |
Description |
| System.Type |
type |
|
Returns
GetStatusEffect<T>()
Get a status effect of given type.
Declaration
public T GetStatusEffect<T>() where T : StatusEffect
Returns
Type Parameters
GetStatusEffects(Type)
Enumerate all status effects of given type.
Declaration
public IEnumerable<StatusEffect> GetStatusEffects(Type type)
Parameters
| Type |
Name |
Description |
| System.Type |
type |
|
Returns
| Type |
Description |
| System.Collections.Generic.IEnumerable<T><StatusEffect> |
|
GetStatusEffects<T>()
Enumerate all status effects of given type.
Declaration
public IEnumerable<T> GetStatusEffects<T>() where T : StatusEffect
Returns
| Type |
Description |
| System.Collections.Generic.IEnumerable<T><T> |
|
Type Parameters
HasElemental(ElementalType)
Declaration
public bool HasElemental(ElementalType type)
Parameters
Returns
HasStatusEffect(Type)
Does this entity has a status effect of a certain type?
Declaration
public bool HasStatusEffect(Type statusEffectType)
Parameters
| Type |
Name |
Description |
| System.Type |
statusEffectType |
|
Returns
HasStatusEffect<T>()
Does this entity has a status effect of a certain type?
Declaration
public bool HasStatusEffect<T>() where T : StatusEffect
Returns
Type Parameters
HideHealth()
Declaration
LogicUpdate(float)
Declaration
public override void LogicUpdate(float dt)
Parameters
| Type |
Name |
Description |
| float |
dt |
|
Overrides
RemoveStatBonus(StatBonus)
Remove the given bonus stats from this entity. Throws if the provided bonus did not exist on this entity.
Declaration
public void RemoveStatBonus(StatBonus bonus)
Parameters
SetHealth(float)
Declaration
public void SetHealth(float amount)
Parameters
| Type |
Name |
Description |
| float |
amount |
|
SetMana(float)
Declaration
public void SetMana(float amount)
Parameters
| Type |
Name |
Description |
| float |
amount |
|
ShowHealth()
Declaration
TryGetStatusEffect(Type, out StatusEffect)
Try to get an existing status effect instance on this entity.
Declaration
public bool TryGetStatusEffect(Type type, out StatusEffect effect)
Parameters
Returns
TryGetStatusEffect<T>(out T)
Try to get an existing status effect instance on this entity.
Declaration
public bool TryGetStatusEffect<T>(out T effect) where T : StatusEffect
Parameters
| Type |
Name |
Description |
| T |
effect |
|
Returns
Type Parameters
UpdateStats()
Recalculate entity stats + stat processors + basic effects + bonus stats immediately.
Declaration
public void UpdateStats()
Explicit Interface Implementations
ICleanup.canDestroy
Declaration
bool ICleanup.canDestroy { get; }
Returns
ICleanup.OnCleanup()
Declaration
void ICleanup.OnCleanup()
Implements
Extension Methods