• Api Documentation

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    • CreatorKitCode
      • BaseElementalEffect
      • CharacterData
      • Container
      • ElementalEffect
      • EquipmentItem
      • EquipmentItem.EquipmentSlot
      • EquipmentItem.EquippedEffect
      • EquipmentSystem
      • Helpers
      • HighlightableObject
      • InteractableObject
      • InventorySystem
      • InventorySystem.InventoryEntry
      • Item
      • Loot
      • LootSpawner
      • LootSpawner.LootEntry
      • LootSpawner.SpawnEvent
      • SFXManager
      • SFXManager.PlayData
      • SFXManager.Use
      • SpawnPoint
      • StatSystem
      • StatSystem.DamageType
      • StatSystem.StatModifier
      • StatSystem.StatModifier.Mode
      • StatSystem.Stats
      • StatSystem.TimedStatModifier
      • UsableItem
      • UsableItem.UsageEffect
      • VFXDatabase
      • VFXDatabase.VFXDBEntry
      • VFXManager
      • VFXManager.VFXInstance
      • Weapon
      • Weapon.AttackData
      • Weapon.Stat
      • Weapon.WeaponAttackEffect
    • CreatorKitCodeInternal
      • AmbiencePlayer
      • AnimationControllerDispatcher
      • AnimationControllerDispatcher.IAttackFrameReceiver
      • AnimationControllerDispatcher.IFootstepFrameReceiver
      • AttackState
      • BreakableObject
      • CameraController
      • CharacterAudio
      • CharacterControl
      • DamageUI
      • DamageUI.ActiveText
      • EffectIconUI
      • EquipmentUI
      • InventoryCharacterRender
      • InventoryUI
      • InventoryUI.DragData
      • ItemEntryUI
      • ItemTooltip
      • LootUI
      • RandomBGMPlayer
      • RandomLoopOffset
      • ResourceManager
      • SceneLinkedSMB<TMonoBehaviour>
      • SimpleEnemyController
      • SimpleEnemyController.State
      • TrainingDummy
      • UIAlphaRaycast
      • UISystem

    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
    ElementalEffect
    Namespace: CreatorKitCode
    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
    Type Description
    CharacterData

    m_Timer

    Declaration
    protected float m_Timer
    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
    Type Name Description
    CharacterData target

    Equals(BaseElementalEffect)

    Declaration
    public abstract bool Equals(BaseElementalEffect other)
    Parameters
    Type Name Description
    BaseElementalEffect other
    Returns
    Type Description
    System.Boolean

    Removed()

    Declaration
    public virtual void Removed()

    Update(StatSystem)

    Declaration
    public virtual void Update(StatSystem statSystem)
    Parameters
    Type Name Description
    StatSystem statSystem
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