Class: CurseStatusEffect
- Namespace:
Global - Assembly:
Dew.Core.dll - Inheritance / Derived: DewNetworkBehaviour → Actor → AbilityInstance → StatusEffect
csharp
[SaveActor(true)]
public class CurseStatusEffect : StatusEffect, ILogicUpdate, ICleanup, ICustomDestroyRoutineFields
| Name | Declaration | Description |
|---|---|---|
availableStrengths | `[BoxGroup("Curse Settings", true, false, 0)] | |
| public HatredStrengthType availableStrengths` | ||
chanceWeight | `[BoxGroup("Curse Settings", true, false, 0)] | |
| public float chanceWeight` | ||
CurseEvent_OnProgressChanged | public Action CurseEvent_OnProgressChanged | Called on server. |
dontRemoveOnKnockOut | `[NonSerialized] | |
| [SaveVar(SaveVarFlags.Default)] | ||
| public bool dontRemoveOnKnockOut` | ||
quest | `[NonSerialized] | |
| [SaveVar(SaveVarFlags.Default)] | ||
| public Quest_KillToLiftCurse quest` |
Properties
| Name | Declaration | Description |
|---|---|---|
currentProgress | `[SaveVar(SaveVarFlags.Default)] | |
| public int currentProgress { get; set; }` | ||
currentStrength | `[SaveVar(SaveVarFlags.Default)] | |
| public HatredStrengthType currentStrength { get; set; }` | ||
disableEndNotification | public bool disableEndNotification { get; set; } | |
disableStartNotification | public bool disableStartNotification { get; set; } | |
progressType | `[SaveVar(SaveVarFlags.Default)] | |
| public QuestProgressType progressType { get; set; }` | ||
requiredAmount | `[SaveVar(SaveVarFlags.Default)] | |
| public int requiredAmount { get; set; }` |
Methods
GetName()
csharp
public string GetName()Returns: string
GetValue<T>(T[])
csharp
public T GetValue<T>(T[] arr)Parameters:
| Name | Type | Description |
|---|---|---|
arr | T[] | |
| `` | T |
Returns: T
IsViable(Entity)
Is this curse viable on this entity? Checked on server, on prefab CurseStatusEffect.If this returns false, this curse will not be chosen.
csharp
public virtual bool IsViable(Entity target)Parameters:
| Name | Type | Description |
|---|---|---|
target | Entity |
Returns: bool
OnCreate()
csharp
protected override void OnCreate()OnDestroyActor()
csharp
protected override void OnDestroyActor()OnPrepare()
csharp
protected override void OnPrepare()