Class BaseControllableProjectileConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.BlueprintControllableProjectile.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseControllableProjectileConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintControllableProjectile where TBuilder : BaseControllableProjectileConfigurator<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 SourceBaseControllableProjectileConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseControllableProjectileConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceCopyFrom(Blueprint<BlueprintReference<BlueprintControllableProjectile>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintControllableProjectile>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.BlueprintControllableProjectile>> | 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<BlueprintControllableProjectile>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintControllableProjectile>> blueprint, params Type[] componentTypes)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.BlueprintControllableProjectile>> | 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();
ModifyOnCreatureCastPrefab(Action<PrefabLink>)
Modifies Kingmaker.Blueprints.BlueprintControllableProjectile.m_OnCreatureCastPrefab by invoking the provided action.
Declaration
public TBuilder ModifyOnCreatureCastPrefab(Action<PrefabLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyOnCreaturePrefab(Action<PrefabLink>)
Modifies Kingmaker.Blueprints.BlueprintControllableProjectile.m_OnCreaturePrefab by invoking the provided action.
Declaration
public TBuilder ModifyOnCreaturePrefab(Action<PrefabLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyPreparationEndSound(Action<String>)
Modifies Kingmaker.Blueprints.BlueprintControllableProjectile.m_PreparationEndSound by invoking the provided action.
Declaration
public TBuilder ModifyPreparationEndSound(Action<string> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<System.String> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyPreparationStartSound(Action<String>)
Modifies Kingmaker.Blueprints.BlueprintControllableProjectile.m_PreparationStartSound by invoking the provided action.
Declaration
public TBuilder ModifyPreparationStartSound(Action<string> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<System.String> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyRotationCurve(Action<AnimationCurve>)
Modifies Kingmaker.Blueprints.BlueprintControllableProjectile.m_RotationCurve by invoking the provided action.
Declaration
public TBuilder ModifyRotationCurve(Action<AnimationCurve> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<UnityEngine.AnimationCurve> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetHeightOffset(Single)
Sets the value of Kingmaker.Blueprints.BlueprintControllableProjectile.m_HeightOffset
Declaration
public TBuilder SetHeightOffset(float heightOffset)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | heightOffset |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetOnCreatureCastPrefab(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Blueprints.BlueprintControllableProjectile.m_OnCreatureCastPrefab
Declaration
public TBuilder SetOnCreatureCastPrefab(AssetLink<PrefabLink> onCreatureCastPrefab)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.PrefabLink> | onCreatureCastPrefab | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetOnCreaturePrefab(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Blueprints.BlueprintControllableProjectile.m_OnCreaturePrefab
Declaration
public TBuilder SetOnCreaturePrefab(AssetLink<PrefabLink> onCreaturePrefab)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.PrefabLink> | onCreaturePrefab | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetPreparationEndSound(String)
Sets the value of Kingmaker.Blueprints.BlueprintControllableProjectile.m_PreparationEndSound
Declaration
public TBuilder SetPreparationEndSound(string preparationEndSound)
Parameters
| Type | Name | Description |
|---|---|---|
| System.String | preparationEndSound |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetPreparationStartSound(String)
Sets the value of Kingmaker.Blueprints.BlueprintControllableProjectile.m_PreparationStartSound
Declaration
public TBuilder SetPreparationStartSound(string preparationStartSound)
Parameters
| Type | Name | Description |
|---|---|---|
| System.String | preparationStartSound |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetRotationCurve(AnimationCurve)
Sets the value of Kingmaker.Blueprints.BlueprintControllableProjectile.m_RotationCurve
Declaration
public TBuilder SetRotationCurve(AnimationCurve rotationCurve)
Parameters
| Type | Name | Description |
|---|---|---|
| UnityEngine.AnimationCurve | rotationCurve |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetRotationLifetime(Single)
Sets the value of Kingmaker.Blueprints.BlueprintControllableProjectile.m_RotationLifetime
Declaration
public TBuilder SetRotationLifetime(float rotationLifetime)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | rotationLifetime |
Returns
| Type | Description |
|---|---|
| TBuilder |