Class DeathSuccessionData
- Namespace
- TDMaker.Unity.Authoring
- Assembly
- TDMaker.Unity.dll
Extra rules for the enemies released by deathSummon (successors), baked with WithDeathSuccession(int, float, SuccessorBountyPolicy, bool, bool): a shared chain budget (successors of successors), a rise time and the bounty rule. A lineage never pays its bounty twice and leaks only once.
public sealed class DeathSuccessionData
- Inheritance
-
DeathSuccessionData
- Inherited Members
Constructors
DeathSuccessionData()
public DeathSuccessionData()
Fields
bountyPolicy
Whether successors may still pay the lineage's single bounty.
[Tooltip("Once Per Lineage: the original death pays; successors pay only if it did not. Suppress Successor: successors never pay.")]
public SuccessorBountyPolicy bountyPolicy
Field Value
chainBudget
Death emissions the whole lineage may still make (one activation can release several siblings).
[Tooltip("Death releases the whole lineage may make (1 = only the original unit releases successors; one release can hold several units).")]
[Min(0)]
public int chainBudget
Field Value
enabled
Whether the successor rules are used (off = plain split).
public bool enabled
Field Value
invulnerableWhileRising
Successors ignore damage while rising.
public bool invulnerableWhileRising
Field Value
riseDuration
Seconds successors rise before they move and attack.
[Tooltip("Seconds the successors rise before they move and attack.")]
[Min(0)]
public float riseDuration
Field Value
untargetableWhileRising
Successors cannot be picked by attacks while rising.
public bool untargetableWhileRising
Field Value
Methods
Apply(SummonDef)
Applies the rules to a baked death summon.
public SummonDef Apply(SummonDef summon)
Parameters
summonSummonDef