Class GrantWaypointAction
ECA action that discovers a named waypoint for a character without them visiting it — a quest reward, a purchased map, a dialogue outcome. Server only.
[Serializable]
public class GrantWaypointAction : BaseAction, IAction, IAbortableAction
- Inheritance
-
GrantWaypointAction
- Implements
- Inherited Members
Remarks
The scene is named explicitly, so a waypoint in another zone can be granted; nothing here checks that the scene or index exist, because the scene may not be loaded on this server. A grant for a waypoint that does not exist is a persisted bit nothing ever reads — cheap, and the world scene details cache rebuild is where authoring mistakes are caught.
Fields
SceneName
[Tooltip("The scene the waypoint stands in.")]
public string SceneName
Field Value
WaypointIndex
[Tooltip("The waypoint's authored index within that scene.")]
public int WaypointIndex
Field Value
Methods
Execute(ICharacter, EventData)
Executes the action. Must be implemented by derived classes.
public override void Execute(ICharacter initiator, EventData eventData)
Parameters
initiatorICharacterThe character initiating the action.
eventDataEventDataEvent data for the action.
GetTooltipContribution()
Returns a short, designer-facing tooltip line describing this action's effect, or
null when the action has nothing to contribute. Override on actions that
produce a player-visible outcome (damage, heal, buff apply, knockback, etc.) so
ability tooltips can list effects without designer authoring text twice.
public override string GetTooltipContribution()
Returns
Remarks
The base implementation returns null. Aggregators
(BaseAbilityTemplate) skip null/whitespace contributions, so most
actions need not override.
TryExecute(ICharacter, EventData)
Attempts to perform the action. Returns false to signal that the action could not be performed (e.g. preconditions failed) so callers can short-circuit chains.
public bool TryExecute(ICharacter initiator, EventData eventData)
Parameters
initiatorICharacterThe character initiating the action.
eventDataEventDataEvent data for the action.
Returns
- bool
True on success; false when the action could not be performed.