Class AbilityActionData

Namespace
TDMaker.Unity.Authoring
Assembly
TDMaker.Unity.dll

One timed action channel of an ability rank, baked into AbilityActionDef. Payloads can be combined.

public sealed class AbilityActionData
Inheritance
AbilityActionData
Inherited Members

Constructors

AbilityActionData()

public AbilityActionData()

Fields

area

Region emitted on activation.

public AreaEffectData area

Field Value

AreaEffectData

attack

Additional ranged attack.

public RangedAttackData attack

Field Value

RangedAttackData

beam

Continuous single-target channel with an exact damage budget.

public BeamData beam

Field Value

BeamData

chain

Chained attack jumping between nearby targets.

public ChainAttackData chain

Field Value

ChainAttackData

cooldown

Seconds between activations.

[Min(0.05)]
public float cooldown

Field Value

float

customAction

Optional custom action (your own AbilityActionAsset subclass).

public AbilityActionAsset customAction

Field Value

AbilityActionAsset

initialDelay

Delay before a newly purchased channel can run.

[Min(0)]
public float initialDelay

Field Value

float

mines

Automatic mine laying on lane nodes around the actor (flight, landing, arming, burst).

public MineFieldData mines

Field Value

MineFieldData

multiTarget

Attack hitting several distinct targets at once.

public MultiTargetAttackData multiTarget

Field Value

MultiTargetAttackData

raise

Raises new units from nearby bodies of the fallen.

public RaiseRemainsData raise

Field Value

RaiseRemainsData

selfEffect

Optional effect attached to the owner on activation.

public StatusEffectAsset selfEffect

Field Value

StatusEffectAsset

skillExperiencePerRank

Hero skill experience per rank on activation (heroes only).

[Min(0)]
public float skillExperiencePerRank

Field Value

float

summon

Units created on activation.

public SummonData summon

Field Value

SummonData

transfer

Moves nearby enemies to an exact path destination.

public PathTransferData transfer

Field Value

PathTransferData

trap

Fixed-position deployment that arms and triggers on nearby units.

public TrapData trap

Field Value

TrapData

useAttack

Whether attack is fired.

public bool useAttack

Field Value

bool

useBeam

Whether beam starts on activation.

public bool useBeam

Field Value

bool

useChain

Whether chain runs on activation.

public bool useChain

Field Value

bool

useMines

Whether mines throws a mine on activation.

public bool useMines

Field Value

bool

useMultiTarget

Whether multiTarget runs on activation.

public bool useMultiTarget

Field Value

bool

useRaise

Whether raise raises bodies on activation.

public bool useRaise

Field Value

bool

useSelfEffect

Editor marker: this action is a self buff (kept while no selfEffect is picked yet). Baking only uses selfEffect.

public bool useSelfEffect

Field Value

bool

useSummon

Whether summon is used.

public bool useSummon

Field Value

bool

useTransfer

Whether transfer runs on activation.

public bool useTransfer

Field Value

bool

useTrap

Whether trap is placed on activation.

public bool useTrap

Field Value

bool

Methods

ToDef()

Bakes the action, or null when it has no payload.

public AbilityActionDef ToDef()

Returns

AbilityActionDef