Table of Contents

Class AbilitySpawnEventData

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

Event data for spawning abilities, containing all relevant information for ability instantiation and tracking.

public class AbilitySpawnEventData : EventData
Inheritance
AbilitySpawnEventData
Inherited Members

Constructors

AbilitySpawnEventData(ICharacter, Ability, Transform, TargetInfo, int, AbilityObject, RefWrapper<int>, Dictionary<int, AbilityObject>)

Initializes a new instance of the AbilitySpawnEventData class.

public AbilitySpawnEventData(ICharacter initiator, Ability ability, Transform abilitySpawner, TargetInfo targetInfo, int seed, AbilityObject initialAbilityObject, RefWrapper<int> currentAbilityObjectID, Dictionary<int, AbilityObject> spawnedAbilityObjects)

Parameters

initiator ICharacter

The character initiating the ability spawn.

ability Ability

The ability being spawned.

abilitySpawner Transform

The transform acting as the spawner for the ability.

targetInfo TargetInfo

Information about the target of the ability.

seed int

The random seed for deterministic spawning.

initialAbilityObject AbilityObject

The initial ability object created (if any).

currentAbilityObjectID RefWrapper<int>

A reference wrapper for the current ability object ID.

spawnedAbilityObjects Dictionary<int, AbilityObject>

A dictionary to store all spawned ability objects.

Properties

Ability

The ability being spawned.

public Ability Ability { get; }

Property Value

Ability

AbilitySpawner

The transform that acts as the spawner for the ability (e.g., the caster's hand, a spawn point).

public Transform AbilitySpawner { get; }

Property Value

Transform

CurrentAbilityObjectID

A reference wrapper for the current ability object ID (used for tracking spawned objects).

public RefWrapper<int> CurrentAbilityObjectID { get; }

Property Value

RefWrapper<int>

InitialAbilityObject

The initial ability object created (if any).

public AbilityObject InitialAbilityObject { get; }

Property Value

AbilityObject

Seed

The random seed used for deterministic ability spawning.

public int Seed { get; }

Property Value

int

SpawnedAbilityObjects

A dictionary to store all spawned ability objects, keyed by their unique ID.

public Dictionary<int, AbilityObject> SpawnedAbilityObjects { get; }

Property Value

Dictionary<int, AbilityObject>

TargetInfo

Information about the target of the ability (position, entity, etc.).

public TargetInfo TargetInfo { get; }

Property Value

TargetInfo