Table of Contents

Class AbilityEvent

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

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
Object
ScriptableObject
AbilityEvent
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.name
Object.hideFlags

Fields

ActivationTime

Time required to activate the event (in seconds). Aggregated into the runtime ability.

public float ActivationTime

Field Value

float

Cooldown

Cooldown time for the event (in seconds). Aggregated into the runtime ability.

public float Cooldown

Field Value

float

LifeTime

Lifetime of the event effect (in seconds). Aggregated into the runtime ability.

public float LifeTime

Field Value

float

Price

Crafting price of the event (in-game currency cost to add this event during ability crafting).

public int Price

Field Value

int

Speed

Speed of the event effect (units per second). Aggregated into the runtime ability.

public float Speed

Field Value

float

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

string

Methods

BuildTooltip(TooltipBuilder)

Populates the tooltip builder with this ability event's tooltip lines.

public virtual void BuildTooltip(TooltipBuilder builder)

Parameters

builder TooltipBuilder

The tooltip builder to populate.

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

condition BaseCondition

The condition being considered.

Returns

bool

True when the condition should be evaluated during event execution; otherwise, false.

Tooltip()

Returns the tooltip string for the ability event.

public string Tooltip()

Returns

string

The tooltip string for the ability event.