Class SpecialAttackDef
- Namespace
- SurvivorsMaker.Simulation
- Assembly
- SurvivorsMaker.Simulation.dll
public sealed class SpecialAttackDef
- Inheritance
-
SpecialAttackDef
- Inherited Members
Constructors
SpecialAttackDef()
public SpecialAttackDef()
Fields
Behaviour
public string Behaviour
Field Value
ChargeSeconds
public float ChargeSeconds
Field Value
ChargeSpeed
public float ChargeSpeed
Field Value
ChargeTarget
public ChargeTarget ChargeTarget
Field Value
ChargeTargetRadius
public float ChargeTargetRadius
Field Value
CooldownJitterTicks
public int CooldownJitterTicks
Field Value
CooldownTicks
Cooldown between attacks; ± CooldownJitterTicks, rounded, at least 1 tick.
public int CooldownTicks
Field Value
FirstDelayTicks
Shoot only: wait before the first attack. Charge/Summon use a normal cooldown roll.
public int FirstDelayTicks
Field Value
Kind
public SpecialAttackKind Kind
Field Value
MaxRange
public float MaxRange
Field Value
MaxSummonAttacks
Maximum number of summon attacks (not children). 0 or less = unlimited.
public int MaxSummonAttacks
Field Value
MinRange
Shoot/Charge: wind-up starts when the player distance is within [MinRange, MaxRange].
public float MinRange
Field Value
Origin
public ShotOrigin Origin
Field Value
OriginRadius
public float OriginRadius
Field Value
Parameters
Values a custom attack reads.
public List<BehaviourParameter> Parameters
Field Value
ProjectileCount
public int ProjectileCount
Field Value
ProjectileDamage
public Scaled ProjectileDamage
Field Value
ProjectileRadius
public float ProjectileRadius
Field Value
ProjectileSpeed
public float ProjectileSpeed
Field Value
SpreadRadians
Full spread angle in radians, centered on the aim.
public float SpreadRadians
Field Value
SummonCount
public int SummonCount
Field Value
SummonDef
public EnemyDef SummonDef
Field Value
SummonRadius
public float SummonRadius
Field Value
WindupSeconds
Wind-up before the effect, in seconds (divided by the global wind-up speed).
public float WindupSeconds