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110 lines
4.7 KiB
C#
110 lines
4.7 KiB
C#
1 week ago
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.Actions
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{
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[Serializable]
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public class ActionConfig
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{
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[Tooltip("ActionLogic that drives this Action. This corresponds to the actual block of code that executes it.")]
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public ActionLogic Logic;
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[Tooltip("Could be damage, could be healing, or other things. This is a base, nominal value that will get modified by game logic when the action takes effect")]
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public int Amount;
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[Tooltip("How much it costs in Mana to play this Action")]
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public int ManaCost;
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[Tooltip("How far the Action performer can be from the Target")]
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public float Range;
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[Tooltip("Duration in seconds that this Action takes to play")]
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public float DurationSeconds;
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[Tooltip("Time when the Action should do its \"main thing\" (e.g. when a melee attack should apply damage")]
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public float ExecTimeSeconds;
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[Tooltip("How long the effect this Action leaves behind will last, in seconds")]
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public float EffectDurationSeconds;
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[Tooltip("After this Action is successfully started, the server will discard any attempts to perform it again until this amount of time has elapsed.")]
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public float ReuseTimeSeconds;
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[Tooltip("The Anticipation Animation trigger that gets raised when user starts using this Action, but while the server confirmation hasn't returned")]
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public string AnimAnticipation;
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[Tooltip("The primary Animation trigger that gets raised when visualizing this Action")]
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public string Anim;
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[Tooltip("The auxiliary Animation trigger for this Action (e.g. to end an animation loop)")]
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public string Anim2;
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[Tooltip("The reaction anim to play in response to being hit by this skill")]
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public string ReactAnim;
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[Tooltip("The name of an animator variable used by this action")]
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public string OtherAnimatorVariable;
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[Tooltip("For Actions that can hit multiple enemies, this determines how much damage is done to non-primary targets")]
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public int SplashDamage;
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[Tooltip("For actions that change your speed (e.g. Trample), what speed do we have?")]
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public float MoveSpeed;
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[Tooltip("For actions that cause a knockback, how potent is the knockback force?")]
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public float KnockbackSpeed;
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[Tooltip("For actions that cause a knockback, how long does it apply force to the target?")]
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public float KnockbackDuration;
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[Tooltip("The radius of effect for this action. Default is 0 if not needed")]
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public float Radius;
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[Tooltip("Prefab to spawn that will manage this action's input")]
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public BaseActionInput ActionInput;
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[Tooltip("Is this Action interruptible by other action-plays or by movement? (Implicitly stops movement when action starts.) Generally, actions with short exec times should not be interruptible in this way.")]
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public bool ActionInterruptible;
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[Tooltip("This action is interrupted if any of the following actions is requested")]
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public List<Action> IsInterruptableBy;
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[Tooltip("Indicates how long this action blocks other actions from happening: during the execution stage, or for as long as it runs?")]
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public BlockingModeType BlockingMode;
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[Tooltip("If this Action spawns a projectile, describes it. (\"Charged\" projectiles can list multiple possible shots, ordered from weakest to strongest)")]
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public ProjectileInfo[] Projectiles;
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[Tooltip("If this action spawns miscellaneous GameObjects, list their prefabs here (but not projectiles -- those are separate, see above!)")]
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public GameObject[] Spawns;
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[Tooltip("If true, this action affects friendly targets, if false Unfriendly. Not all ActionLogics use this parameter.")]
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public bool IsFriendly;
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[Header("In-game description info (Only used for player abilities!)")]
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[Tooltip("If this Action describes a player ability, this is the ability's iconic representation")]
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public Sprite Icon;
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[Tooltip("If this Action describes a player ability, this is the name we show for the ability")]
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public string DisplayedName;
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[Tooltip("If this Action describes a player ability, this is the tooltip description we show for the ability")]
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[Multiline]
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public string Description;
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public bool CanBeInterruptedBy(ActionID actionActionID)
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{
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foreach (var action in IsInterruptableBy)
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{
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if (action.ActionID == actionActionID)
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{
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return true;
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}
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}
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return false;
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}
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}
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}
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