• 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 Weapon.AttackData

    This class will store damage done to a target CharacterData by a source CharacterData. The function to add damage will take care of applied all the strength/boost of the source and remove defense/resistance of the target.

    The source can be null when its done by an non CharacterData source (elemental effect, environment etc.)

    Inheritance
    System.Object
    Weapon.AttackData
    Namespace: CreatorKitCode
    Assembly: Assembly-CSharp.dll
    Syntax
    public class AttackData

    Constructors

    AttackData(CharacterData, CharacterData)

    Build a new AttackData. All AttackData need a target, but source is optional. If source is null, the damage is assume to be from a non CharacterData source (elemental effect, environment) and no boost will be applied to damage (target defense is still taken in account).

    Declaration
    public AttackData(CharacterData target, CharacterData source = null)
    Parameters
    Type Name Description
    CharacterData target
    CharacterData source

    Properties

    Source

    Declaration
    public CharacterData Source { get; }
    Property Value
    Type Description
    CharacterData

    Target

    Declaration
    public CharacterData Target { get; }
    Property Value
    Type Description
    CharacterData

    Methods

    AddDamage(StatSystem.DamageType, Int32)

    Add an amount of damage given in the given type. The source (if non null, see class documentation for info) boost will be applied and the target defense will be removed from that amount.

    Declaration
    public int AddDamage(StatSystem.DamageType damageType, int amount)
    Parameters
    Type Name Description
    StatSystem.DamageType damageType

    The type of damage

    System.Int32 amount

    The amount of damage

    Returns
    Type Description
    System.Int32

    GetDamage(StatSystem.DamageType)

    Return the current amount of damage of the given type stored in that AttackData. This is the effective amount of damage, boost and defense have already been applied.

    Declaration
    public int GetDamage(StatSystem.DamageType damageType)
    Parameters
    Type Name Description
    StatSystem.DamageType damageType

    The type of damage

    Returns
    Type Description
    System.Int32

    How much damage of that type is stored in that AttackData

    GetFullDamage()

    Return the total amount of damage across all type stored in that AttackData. This is effective damage, that mean all boost/defense was already applied.

    Declaration
    public int GetFullDamage()
    Returns
    Type Description
    System.Int32

    The total amount of damage across all type in that Attack Data

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