Class BaseElementalEffect
The base class to derive from to write you own custom Elemental effect that can be added to a StatsSystem. There
is a default implementation called ElementalEffect that can be used to make Physical/Fire/Electrical/Cold damage
across time.
A derived class must implement the Equals function so we can check if 2 effects are the same (e.g. the default
implementation ElementalEffect will consider 2 effect equal if they do the same DamageType).
Inheritance
System.Object
BaseElementalEffect
Assembly: Assembly-CSharp.dll
Syntax
public abstract class BaseElementalEffect : IEquatable<BaseElementalEffect>
Constructors
BaseElementalEffect(Single)
Declaration
public BaseElementalEffect(float duration)
Parameters
Type |
Name |
Description |
System.Single |
duration |
|
Fields
m_Duration
Declaration
protected float m_Duration
Field Value
Type |
Description |
System.Single |
|
m_Target
Declaration
protected CharacterData m_Target
Field Value
m_Timer
Declaration
Field Value
Type |
Description |
System.Single |
|
Properties
CurrentTime
Declaration
public float CurrentTime { get; }
Property Value
Type |
Description |
System.Single |
|
Done
Declaration
public bool Done { get; }
Property Value
Type |
Description |
System.Boolean |
|
Duration
Declaration
public float Duration { get; }
Property Value
Type |
Description |
System.Single |
|
Methods
Applied(CharacterData)
Declaration
public virtual void Applied(CharacterData target)
Parameters
Equals(BaseElementalEffect)
Declaration
public abstract bool Equals(BaseElementalEffect other)
Parameters
Returns
Type |
Description |
System.Boolean |
|
Removed()
Declaration
public virtual void Removed()
Update(StatSystem)
Declaration
public virtual void Update(StatSystem statSystem)
Parameters