Class BaseAreaMechanicsConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.Area.BlueprintAreaMechanics.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Area
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseAreaMechanicsConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintAreaMechanics where TBuilder : BaseAreaMechanicsConfigurator<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 SourceBaseAreaMechanicsConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseAreaMechanicsConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAdditionalPreloadComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Blueprint<ResourceListForPreload.Ref>)
Declaration
public TBuilder AdditionalPreloadComponent(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, Blueprint<ResourceListForPreload.Ref> resources = null)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Blueprint<Kingmaker.Blueprints.ResourceListForPreload.Ref> | resources | Blueprint of type ResourceListForPreload. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- Prologue_Kenabres_CitizenIdlebffcc04cd70a5db44b1d8c1477b10cc9
CopyFrom(Blueprint<BlueprintReference<BlueprintAreaMechanics>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintAreaMechanics>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Area.BlueprintAreaMechanics>> | 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<BlueprintAreaMechanics>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintAreaMechanics>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Area.BlueprintAreaMechanics>> | 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();
ModifyAdditionalDataBank(Action<AkBankReference>)
Modifies Kingmaker.Blueprints.Area.BlueprintAreaMechanics.AdditionalDataBank by invoking the provided action.
Declaration
public TBuilder ModifyAdditionalDataBank(Action<AkBankReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Sound.AkBankReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyArea(Action<BlueprintAreaReference>)
Modifies Kingmaker.Blueprints.Area.BlueprintAreaMechanics.Area by invoking the provided action.
Declaration
public TBuilder ModifyArea(Action<BlueprintAreaReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintAreaReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyScene(Action<SceneReference>)
Modifies Kingmaker.Blueprints.Area.BlueprintAreaMechanics.Scene by invoking the provided action.
Declaration
public TBuilder ModifyScene(Action<SceneReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.Area.SceneReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetAdditionalDataBank(AkBankReference)
Sets the value of Kingmaker.Blueprints.Area.BlueprintAreaMechanics.AdditionalDataBank
Declaration
public TBuilder SetAdditionalDataBank(AkBankReference additionalDataBank)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Sound.AkBankReference | additionalDataBank |
Returns
Type | Description |
---|---|
TBuilder |
SetArea(Blueprint<BlueprintAreaReference>)
Sets the value of Kingmaker.Blueprints.Area.BlueprintAreaMechanics.Area
Declaration
public TBuilder SetArea(Blueprint<BlueprintAreaReference> area)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintAreaReference> | area | Blueprint of type BlueprintArea. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetScene(SceneReference)
Sets the value of Kingmaker.Blueprints.Area.BlueprintAreaMechanics.Scene
Declaration
public TBuilder SetScene(SceneReference scene)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Blueprints.Area.SceneReference | scene |
Returns
Type | Description |
---|---|
TBuilder |