Class SoldierAsset
- Namespace
- TDMaker.Unity.Authoring
- Assembly
- TDMaker.Unity.dll
A friendly unit produced by a barracks tower to block enemies.
[CreateAssetMenu(menuName = "2D Tower Defense Maker/Soldier", fileName = "Soldier", order = 12)]
public sealed class SoldierAsset : EntityAssetBase
- Inheritance
-
ObjectScriptableObjectSoldierAsset
- Inherited Members
-
ScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.FindObjectsByType<T>()Object.FindObjectsByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
SoldierAsset()
public SoldierAsset()
Fields
engagement
Where this soldier stands beside the enemy it blocks (its share of the horizontal gap and a Y shift).
public EngagementGuestData engagement
Field Value
flying
Flies (only anti-air attacks reach it). Meant for flying follower companions; barracks soldiers should stay on the ground.
[Tooltip("Flies: only anti-air attacks reach it. Needed by flying follower companions; keep it off for barracks soldiers and ground escorts.")]
public bool flying
Field Value
health
Maximum hit points.
[Min(1)]
public float health
Field Value
interceptRadius
Radius around the rally point in which enemies are engaged.
[Min(0)]
public float interceptRadius
Field Value
magicalArmor
Magical damage reduction in [0, 1].
[Range(0, 1)]
public float magicalArmor
Field Value
melee
Melee attack; soldiers without melee cannot block.
public MeleeData melee
Field Value
physicalArmor
Physical damage reduction in [0, 1].
[Range(0, 1)]
public float physicalArmor
Field Value
rangedAttacks
Optional ranged attacks.
public List<RangedAttackData> rangedAttacks
Field Value
speed
Movement speed in world units per second.
[Min(0)]
public float speed
Field Value
tags
Author-defined tag bits matched by effect and mechanic eligibility (Required/Rejected Tags).
public int tags
Field Value
Methods
BuildTemplate()
Builds the unresolved core template.
public override EntityTemplate BuildTemplate()
Returns
CollectProjectiles(List<ProjectileAsset>)
Adds projectile assets used by this asset's attacks.
public override void CollectProjectiles(List<ProjectileAsset> output)
Parameters
outputList<ProjectileAsset>