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
attack
Additional ranged attack.
public RangedAttackData attack
Field Value
beam
Continuous single-target channel with an exact damage budget.
public BeamData beam
Field Value
chain
Chained attack jumping between nearby targets.
public ChainAttackData chain
Field Value
cooldown
Seconds between activations.
[Min(0.05)]
public float cooldown
Field Value
customAction
Optional custom action (your own AbilityActionAsset subclass).
public AbilityActionAsset customAction
Field Value
initialDelay
Delay before a newly purchased channel can run.
[Min(0)]
public float initialDelay
Field Value
mines
Automatic mine laying on lane nodes around the actor (flight, landing, arming, burst).
public MineFieldData mines
Field Value
multiTarget
Attack hitting several distinct targets at once.
public MultiTargetAttackData multiTarget
Field Value
raise
Raises new units from nearby bodies of the fallen.
public RaiseRemainsData raise
Field Value
selfEffect
Optional effect attached to the owner on activation.
public StatusEffectAsset selfEffect
Field Value
skillExperiencePerRank
Hero skill experience per rank on activation (heroes only).
[Min(0)]
public float skillExperiencePerRank
Field Value
summon
Units created on activation.
public SummonData summon
Field Value
transfer
Moves nearby enemies to an exact path destination.
public PathTransferData transfer
Field Value
trap
Fixed-position deployment that arms and triggers on nearby units.
public TrapData trap
Field Value
useAttack
Whether attack is fired.
public bool useAttack
Field Value
useBeam
Whether beam starts on activation.
public bool useBeam
Field Value
useChain
Whether chain runs on activation.
public bool useChain
Field Value
useMines
Whether mines throws a mine on activation.
public bool useMines
Field Value
useMultiTarget
Whether multiTarget runs on activation.
public bool useMultiTarget
Field Value
useRaise
Whether raise raises bodies on activation.
public bool useRaise
Field Value
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
useSummon
Whether summon is used.
public bool useSummon
Field Value
useTransfer
Whether transfer runs on activation.
public bool useTransfer
Field Value
useTrap
Whether trap is placed on activation.
public bool useTrap
Field Value
Methods
ToDef()
Bakes the action, or null when it has no payload.
public AbilityActionDef ToDef()