Class AbilityEvent
Abstract base class for ability events. Extends Trigger to provide ECA-driven conditions and actions. Ability requirements (resources, faction, archetype, attributes) are defined as ECA conditions on the inherited Conditions list or on the parent ActivationConditions list.
public abstract class AbilityEvent : Trigger, ICachedObject, ITooltip
- Inheritance
-
ObjectScriptableObjectAbilityEvent
- Implements
- Derived
- Inherited Members
-
ScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.FindObjectsByType<T>()Object.FindObjectsByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
- Extension Methods
Fields
ActivationTime
Time required to activate the event (in seconds). Aggregated into the runtime ability.
public float ActivationTime
Field Value
Cooldown
Cooldown time for the event (in seconds). Aggregated into the runtime ability.
public float Cooldown
Field Value
LifeTime
Lifetime of the event effect (in seconds). Aggregated into the runtime ability.
public float LifeTime
Field Value
Price
Crafting price of the event (in-game currency cost to add this event during ability crafting).
public int Price
Field Value
Speed
Speed of the event effect (units per second). Aggregated into the runtime ability.
public float Speed
Field Value
Properties
Icon
The icon representing the event (property accessor).
public Sprite Icon { get; }
Property Value
- Sprite
Name
The name of the event (from the ScriptableObject name).
public string Name { get; }
Property Value
Methods
BuildTooltip(TooltipContent)
Describes what this effect is and what adding it to an ability would do.
public virtual void BuildTooltip(TooltipContent content)
Parameters
contentTooltipContentThe content being assembled.
Remarks
Written as the CHANGE it represents rather than as absolute numbers, because that is what the player is deciding about: an effect on its own has no cast time, it adds one. Signs are therefore always shown, and the tone says whether the change helps.
ShouldEvaluateCondition(BaseCondition)
Determines whether a condition should be evaluated when this ability event executes. Resource cost conditions are aggregated and processed by the owning ability during activation, so event execution skips them to avoid checking already-consumed resources again.
protected override bool ShouldEvaluateCondition(BaseCondition condition)
Parameters
conditionBaseConditionThe condition being considered.
Returns
- bool
True when the condition should be evaluated during event execution; otherwise, false.