GameCondition.cs
v3.0
// Owner will be the owner of the GameConditionList this is in. If it is not in a
// List, then it will be the value of _owner. The Owner is the IHaveStats object
// which is affected by the stat effects on these objects.
public IHaveStats Owner => ParentList == null ? _owner : ParentList.Owner;
public ItemObject Parent() // Get the Condition scriptable objcet
public string Uid() // Uid of the parent
public virtual string GameId(bool forceNew = false) // In game unique ID of this GameCondition
public string ObjectName() // The name of this
public string ObjectType() // The type this is
public float endTime; // Time when the GameCondition will delete itself
public float nextEffect; // Next time when the periodic effects will trigger
public string DisplayName
public string Description
public bool Stack
public bool Instant
public int Level
public Condition ExpirationCondition
public bool Expired()
public bool WillBeExpired(float gameTime)
public bool PeriodicReady()
public bool WillBePeriodicReady(float gameTime)
public float TimeActive()
public string uid => GetUid(); // Will return the uid, which can be serialized and used to look up the Scriptable ObjectConstructor
Methods
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