Class BaseUnitConditionConsiderationConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.AI.Blueprints.Considerations.UnitConditionConsideration.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.AI
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseUnitConditionConsiderationConfigurator<T, TBuilder> : BaseConsiderationConfigurator<T, TBuilder> where T : UnitConditionConsideration where TBuilder : BaseUnitConditionConsiderationConfigurator<T, TBuilder>
Type Parameters
Name | Description |
---|---|
T | |
TBuilder |
Remarks
Each supported blueprint type has a corresponding Configurator
class to create and modify blueprints of
that type, e.g. FeatureConfigurator supports BlueprintFeature
. Configurators exist for all
blueprint types inheriting from Kingmaker.Blueprints.BlueprintScriptableObject, excluding any that are not used in the
base game.
Creating a Blueprint
Use New(string, string)
to create a blueprint:
FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid)
Once New()
is called the blueprint is added to the game library and can be referenced.
Using the Configurator
New()
returns a configurator with methods to set or modify blueprint fields and add or modify
Kingmaker.Blueprints.BlueprintComponent:
FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid).AddToGroups(FeatureGroup.Feat).AddPrerequisiteAlignment(AlignmentMaskType.LawfulGood).Configure();
Each method call returns the configurator allowing you to chain calls. Nothing is modified on the blueprint until
Configure()
is called, at which point the changes are applied and validated. Potential problems with the
blueprint are logged as warnings.
Modifying an Existing Blueprint
Use For(Blueprint)
to modify existing blueprints:
CharacterClassConfigurator.For(WizardClassGuid)
Usage is otherwise identical to creating a new blueprint.
For more information see Using BlueprintCore.
Constructors
| Improve this Doc View SourceBaseUnitConditionConsiderationConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseUnitConditionConsiderationConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddToConditions(UnitCondition[])
Adds to the contents of Kingmaker.AI.Blueprints.Considerations.UnitConditionConsideration.Conditions
Declaration
public TBuilder AddToConditions(params UnitCondition[] conditions)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.UnitLogic.UnitCondition[] | conditions |
Returns
Type | Description |
---|---|
TBuilder |
ClearConditions()
Removes all elements from Kingmaker.AI.Blueprints.Considerations.UnitConditionConsideration.Conditions
Declaration
public TBuilder ClearConditions()
Returns
Type | Description |
---|---|
TBuilder |
CopyFrom(Blueprint<BlueprintReference<UnitConditionConsideration>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<UnitConditionConsideration>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.UnitConditionConsideration>> | blueprint | |
System.Predicate<Kingmaker.Blueprints.BlueprintComponent> | componentMatcher | Any components in |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.
Recommended when you need to create a nearly identical ability but change some parts such as a
ContextRankConfig
.
// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
.CopyFrom(
AbilityRefs.BloodlineUndeadIncorporealFormAbility,
typeof(AbilityEffectRunAction),
typeof(AbilityResourceLogic),
typeof(SpellComponent))
.AddContextRankConfig(ContextRankConfigs.CharacterLevel())
.Configure();
CopyFrom(Blueprint<BlueprintReference<UnitConditionConsideration>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<UnitConditionConsideration>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.UnitConditionConsideration>> | blueprint | |
System.Type[] | componentTypes | Any components in |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.
Recommended when you need to create a nearly identical ability but change some parts such as a
ContextRankConfig
.
// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
.CopyFrom(
AbilityRefs.BloodlineUndeadIncorporealFormAbility,
typeof(AbilityEffectRunAction),
typeof(AbilityResourceLogic),
typeof(SpellComponent))
.AddContextRankConfig(ContextRankConfigs.CharacterLevel())
.Configure();
ModifyConditions(Action<UnitCondition>)
Modifies Kingmaker.AI.Blueprints.Considerations.UnitConditionConsideration.Conditions by invoking the provided action on each element.
Declaration
public TBuilder ModifyConditions(Action<UnitCondition> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.UnitLogic.UnitCondition> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromConditions(UnitCondition[])
Removes elements from Kingmaker.AI.Blueprints.Considerations.UnitConditionConsideration.Conditions
Declaration
public TBuilder RemoveFromConditions(params UnitCondition[] conditions)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.UnitLogic.UnitCondition[] | conditions |
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromConditions(Func<UnitCondition, Boolean>)
Removes elements from Kingmaker.AI.Blueprints.Considerations.UnitConditionConsideration.Conditions that match the provided predicate.
Declaration
public TBuilder RemoveFromConditions(Func<UnitCondition, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<Kingmaker.UnitLogic.UnitCondition, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
SetConditions(UnitCondition[])
Sets the value of Kingmaker.AI.Blueprints.Considerations.UnitConditionConsideration.Conditions
Declaration
public TBuilder SetConditions(params UnitCondition[] conditions)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.UnitLogic.UnitCondition[] | conditions |
Returns
Type | Description |
---|---|
TBuilder |
SetHasCondition(Single)
Sets the value of Kingmaker.AI.Blueprints.Considerations.UnitConditionConsideration.HasCondition
Declaration
public TBuilder SetHasCondition(float hasCondition)
Parameters
Type | Name | Description |
---|---|---|
System.Single | hasCondition |
Returns
Type | Description |
---|---|
TBuilder |
SetNoCondition(Single)
Sets the value of Kingmaker.AI.Blueprints.Considerations.UnitConditionConsideration.NoCondition
Declaration
public TBuilder SetNoCondition(float noCondition)
Parameters
Type | Name | Description |
---|---|---|
System.Single | noCondition |
Returns
Type | Description |
---|---|
TBuilder |