Class ShieldDef
A finite damage shield, stored separately for each accepted effect binding.
public sealed class ShieldDef
- Inheritance
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ShieldDef
- Inherited Members
Constructors
ShieldDef(float, float, DamageMask, bool)
Creates shielding; separate bindings absorb in attachment order and removal discards unused capacity.
public ShieldDef(float amount = 0, float maximumHealthShare = 0, DamageMask channels = DamageMask.All, bool refillOnRefresh = false)
Parameters
amountfloatmaximumHealthSharefloatchannelsDamageMaskrefillOnRefreshbool
Properties
Amount
Initial flat capacity.
public float Amount { get; }
Property Value
Channels
Damage channels absorbed after mitigation; execution and despawn bypass shields.
public DamageMask Channels { get; }
Property Value
MaximumHealthShare
Additional capacity from maximum health, snapshotted when accepted.
public float MaximumHealthShare { get; }
Property Value
RefillOnRefresh
Refills the existing shield on an equal-rank lifetime refresh; otherwise remaining capacity is preserved.
public bool RefillOnRefresh { get; }