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110 lines
4.7 KiB
C#

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