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

SuccessorBountyPolicy

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

int

enabled

Whether the successor rules are used (off = plain split).

public bool enabled

Field Value

bool

invulnerableWhileRising

Successors ignore damage while rising.

public bool invulnerableWhileRising

Field Value

bool

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

float

untargetableWhileRising

Successors cannot be picked by attacks while rising.

public bool untargetableWhileRising

Field Value

bool

Methods

Apply(SummonDef)

Applies the rules to a baked death summon.

public SummonDef Apply(SummonDef summon)

Parameters

summon SummonDef

Returns

SummonDef