The Actor Attribute defines a property an actor may have. Attributes are linked to Actors via the Actor Class assigned to an Actor.
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override string | ToString () |
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ActorAttribute | Copy () |
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void | CopyTo (ActorAttribute o) |
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void | Save (string key) |
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void | Load (string key) |
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void | DeleteSaveData (string key) |
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void | Init (ActorClass owner, int currLevel) |
| Init the Value and ConsumableValue without triggering callbacks. Used by Actor Class when it creates the Attribute. More...
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void | Recalc (bool withCallbacks) |
| Call this to force a recalculate of the Value. ConsumableValue will be updated to not be more than Value. More...
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void | RegisterBonusCalculator (ResultCallback callback) |
| Register a Callback that should return a Float value which will be added to bonusValue when recalculating what the Value of the attribute should be. More...
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void | RemoveBonusCalculator (ResultCallback callback) |
| Removes the bonus calculator described by callback. More...
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void | RegisterChangeListener (GeneralCallback callback) |
| Registers a callback that should be informed when the Value or ConsumableValue changes. More...
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void | RemoveChangeListener (GeneralCallback callback) |
| Removes the change listener described by callback. More...
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void | SetConsumableValue (float v, GameObject influence) |
| Set the consumable value. You can optionally set an 'influence'. This is the object that was the reason for the change in value. Useful when tagging who was the attacker when Hp decreased. More...
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void | SetBaseValue (int v) |
| Sets the attribute's 'Value' and call recalculate to make sure ConsumableValue is the same or less. More...
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void | ChangeBaseValueBy (int v) |
| Change base value and call Recalculate to update 'Value' and to make sure ConsumableValue is the same or less. More...
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void | LevelChanged (int newLevel) |
| Tell the Attribute that the level changed. It will act on that if it is an attribute that is linked to the leveling system. More...
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void | ChangeSimpleBonus (int val) |
| Pass positive or negative value to influence bonus value. This can push bonus to negative and this negatively influence the final Value calculation. More...
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void | SetSimpleBonus (int val) |
| Set simple bonus value to this exact value. More...
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ActorClass | owner [get, set] |
| Owner (ActorClass) of this Attribute. Only valid at run-time. More...
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ActorAttributeData | data [get, set] |
| Data contains the base, max, etc type data for the Attribute. Initialised by the Actor class at runtime More...
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float | Value [get, set] |
| (baseValue + bonusValue) This is the real value of the attribute. This is the value to read when you want to see what STR, INT, etc is, or if you want to know what MAX is that Health or Mana type attributes can reach. More...
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float | ConsumableValue [get] |
| This is the variable/ consumable value of the attribute. Used to tract the CURRENT value of an attribute like Health or Mana. Not used with attributes that do not get consumed, like Strength or Intelligence. More...
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float | lastValue [get, set] |
| what it was before the last change
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float | lastConsumableValue [get, set] |
| what it was before the last change
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GameObject | lastInfluence [get, set] |
| what object was associated with the change in attribute value, if any. Normally use when there is an attacker decreasing the Health ConsumableValue
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float | BonusValue [get, set] |
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The Actor Attribute defines a property an actor may have. Attributes are linked to Actors via the Actor Class assigned to an Actor.
Attribute Value Types
Enumerator |
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Value |
'Value' value type. Used as the max that consumable types can reach. Also used with attributes like Wisdom, Strength, Intelligence, etc.
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ConsumableValue |
'Consumable' value type. Used where the attribute can be 'consumed, for example Health or Mana points.
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Bonus |
The Bonus value. When used to "set" then UpdateSimpleBonus() is used. When reading then value of bonusValue is returned.
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void plyGame.ActorAttribute.ChangeBaseValueBy |
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int |
v | ) |
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Change base value and call Recalculate to update 'Value' and to make sure ConsumableValue is the same or less.
void plyGame.ActorAttribute.ChangeSimpleBonus |
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int |
val | ) |
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Pass positive or negative value to influence bonus value. This can push bonus to negative and this negatively influence the final Value calculation.
void plyGame.ActorAttribute.Init |
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ActorClass |
owner, |
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int |
currLevel |
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) |
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Init the Value and ConsumableValue without triggering callbacks. Used by Actor Class when it creates the Attribute.
void plyGame.ActorAttribute.LevelChanged |
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int |
newLevel | ) |
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Tell the Attribute that the level changed. It will act on that if it is an attribute that is linked to the leveling system.
void plyGame.ActorAttribute.Recalc |
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bool |
withCallbacks | ) |
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Call this to force a recalculate of the Value. ConsumableValue will be updated to not be more than Value.
void plyGame.ActorAttribute.RegisterBonusCalculator |
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ResultCallback |
callback | ) |
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Register a Callback that should return a Float value which will be added to bonusValue when recalculating what the Value of the attribute should be.
void plyGame.ActorAttribute.RegisterChangeListener |
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GeneralCallback |
callback | ) |
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Registers a callback that should be informed when the Value or ConsumableValue changes.
void plyGame.ActorAttribute.RemoveBonusCalculator |
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ResultCallback |
callback | ) |
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Removes the bonus calculator described by callback.
void plyGame.ActorAttribute.RemoveChangeListener |
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GeneralCallback |
callback | ) |
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Removes the change listener described by callback.
void plyGame.ActorAttribute.SetBaseValue |
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int |
v | ) |
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Sets the attribute's 'Value' and call recalculate to make sure ConsumableValue is the same or less.
void plyGame.ActorAttribute.SetConsumableValue |
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float |
v, |
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GameObject |
influence |
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Set the consumable value. You can optionally set an 'influence'. This is the object that was the reason for the change in value. Useful when tagging who was the attacker when Hp decreased.
void plyGame.ActorAttribute.SetSimpleBonus |
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int |
val | ) |
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Set simple bonus value to this exact value.
float plyGame.ActorAttribute.ConsumableValue |
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get |
This is the variable/ consumable value of the attribute. Used to tract the CURRENT value of an attribute like Health or Mana. Not used with attributes that do not get consumed, like Strength or Intelligence.
Data contains the base, max, etc type data for the Attribute. Initialised by the Actor class at runtime
Owner (ActorClass) of this Attribute. Only valid at run-time.
float plyGame.ActorAttribute.Value |
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getset |
(baseValue + bonusValue) This is the real value of the attribute. This is the value to read when you want to see what STR, INT, etc is, or if you want to know what MAX is that Health or Mana type attributes can reach.