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Class BaseProjectileConfigurator<T, TBuilder>

Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.BlueprintProjectile.

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseProjectileConfigurator<T, TBuilder>
ProjectileConfigurator
Inherited Members
BaseBlueprintConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
BaseBlueprintConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
BaseBlueprintConfigurator<T, TBuilder>.AddDlcCondition(Blueprint<BlueprintDlcRewardReference>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<T, TBuilder>.AddIgnoreArmorGroupComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddPrerequisiteConditionForWeaponCategory(Condition, List<WeaponCategory>)
BaseBlueprintConfigurator<T, TBuilder>.AddDamageDecline(Nullable<DamageDeclineType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddPlayerLeaveCombatTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddTimerContextActions(ActionsBuilder, Nullable<Single>, Nullable<TimeSpan>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddCustomImmuneMessageComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, GameLogMessage)
BaseBlueprintConfigurator<T, TBuilder>.AddInitiatorAttackRollTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)
BaseBlueprintConfigurator<T, TBuilder>.AddInitiatorAttackWithWeaponTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<PhysicalDamageForm>, Nullable<Boolean>, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintItemWeaponReference>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTargetAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, WeaponCategory[], Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddTargetBeforeAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalDiceOnAttack(Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<AdditionalDiceOnAttack.WeaponOptions>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, List<AdditionalDiceOnAttack.DamageEntry>, DamageTypeDescription, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>, ContextDiceValue, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalDiceOnDamage(List<Blueprint<BlueprintAbilityReference>>, Nullable<AbilityType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<CompareOperation.Type>, List<AdditionalDiceOnDamage.DamageEntry>, Nullable<AdditionalDiceOnDamage.DamageEntriesUse>, DamageTypeDescription, ContextDiceValue, Nullable<DamageEnergyType>, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>, ConditionsBuilder, Nullable<Boolean>, ContextValue, Nullable<Boolean>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalStatBonusOnAttackDamage(Nullable<Single>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ConditionEnum>, Nullable<ConditionEnum>, Nullable<GripType>)
BaseBlueprintConfigurator<T, TBuilder>.AddAllAttacksEnhancement(Nullable<Int32>, Nullable<ModifierDescriptor>)
BaseBlueprintConfigurator<T, TBuilder>.AddRuleCalculateDamageWithWeaponTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<PhysicalDamageForm>, Nullable<Boolean>, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintItemWeaponReference>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddMarkUsableWhileCan(ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddArmyBattleResultsTrigger(Nullable<RegionId>, Blueprint<BlueprintArmyLeaderReference>, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyType>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddKingdomRegionClaimedTrigger(ActionsBuilder, List<Blueprint<BlueprintRegionReference>>)
BaseBlueprintConfigurator<T, TBuilder>.AddSettlementSiegeTrigger(ActionsBuilder, ActionsBuilder, ActionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddArmyUnitRecruitedTrigger(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<MercenariesIncludeOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<T, TBuilder>.AddLeaderRecruitedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddSummonUnitsAfterArmyBattle(SummonUnitsAfterArmyBattle.SummonGroup[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddGarrisonDefeatedTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<T, TBuilder>.AddPlayerVisitGlobalMapLocationTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<T, TBuilder>.AddOnIsleStateEnterTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<T, TBuilder>.AddOnIsleStateExitTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<T, TBuilder>.AddActivateTrigger(ActionsBuilder, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddAreaDidLoadTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddDeactivateTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddDeviceInteractionTrigger(ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitCombatTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitDeathTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitHealthTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddExperienceTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddGenericInteractionTrigger(ActionsBuilder, EntityReference, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddItemInContainerTrigger(Blueprint<BlueprintItemReference>, MapObjectEvaluator, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddLevelUpTrigger(ActionsBuilder, ConditionsBuilder, UnitEvaluator, Nullable<LevelUpTrigger.UnitEntryType>)
BaseBlueprintConfigurator<T, TBuilder>.AddPartyInventoryTrigger(Blueprint<BlueprintItemReference>, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddPerceptionTrigger(MapObjectEvaluator, ActionsBuilder, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddRestTrigger(ActionsBuilder, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<RestResult>)
BaseBlueprintConfigurator<T, TBuilder>.AddScriptZoneTrigger(ActionsBuilder, ConditionsBuilder, ActionsBuilder, ConditionsBuilder, EntityReference, String)
BaseBlueprintConfigurator<T, TBuilder>.AddSpawnUnitTrigger(ActionsBuilder, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddSpellCastTrigger(ActionsBuilder, EntityReference, List<Blueprint<BlueprintAbilityReference>>)
BaseBlueprintConfigurator<T, TBuilder>.AddSummonPoolTrigger(ActionsBuilder, Nullable<SummonPoolTrigger.ChangeTypes>, ConditionsBuilder, Nullable<Int32>, Blueprint<BlueprintSummonPoolReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTimeOfDayChangedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddUIEventTrigger(ActionsBuilder, ConditionsBuilder, Nullable<UIEventType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddUnitHealthTrigger(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTrapTrigger(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, ActionsBuilder, MapObjectEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddVendorDealTrigger(ActionsBuilder, Nullable<VendorDealTrigger.DealType>, Blueprint<BlueprintItemReference>, UnitEvaluator)
RootConfigurator<T, TBuilder>.Logger
RootConfigurator<T, TBuilder>.Self
RootConfigurator<T, TBuilder>.Blueprint
RootConfigurator<T, TBuilder>.Configured
RootConfigurator<T, TBuilder>.ConfigureDelayedBlueprints()
RootConfigurator<T, TBuilder>.Configure(Boolean)
RootConfigurator<T, TBuilder>.AddComponent(BlueprintComponent)
RootConfigurator<T, TBuilder>.AddComponent<C>(Action<C>)
RootConfigurator<T, TBuilder>.AddUniqueComponent(BlueprintComponent, ComponentMerge, Action<BlueprintComponent, BlueprintComponent>)
RootConfigurator<T, TBuilder>.EditComponent<C>(Action<C>)
RootConfigurator<T, TBuilder>.EditComponents<C>(Action<C>, Func<C, Boolean>)
RootConfigurator<T, TBuilder>.RemoveComponents(Func<BlueprintComponent, Boolean>)
RootConfigurator<T, TBuilder>.OnConfigure(Action<T>[])
RootConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
RootConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
RootConfigurator<T, TBuilder>.OnConfigureInternal(Action<T>[])
RootConfigurator<T, TBuilder>.OnConfigureCompleted()
RootConfigurator<T, TBuilder>.Validate(Object)
Namespace: BlueprintCore.Blueprints.Configurators
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseProjectileConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintProjectile where TBuilder : BaseProjectileConfigurator<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

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BaseProjectileConfigurator(Blueprint<BlueprintReference<T>>)

Declaration
protected BaseProjectileConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> blueprint

Methods

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AddCannotSneakAttack(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.Designers.Mechanics.Facts.CannotSneakAttack

Declaration
public TBuilder AddCannotSneakAttack(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
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.

Returns
Type Description
TBuilder
Remarks

  • MagicMissile01741743ccd287a854fbb68ce70f75fa05
  • MaskThrow_ProjectileLeftFar640bdac8a3224e8ab844937986258b54
  • MaskThrow_ProjectileRightNotFar5912b2bce91849ecb91f712ada93a3e2
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CopyFrom(Blueprint<BlueprintReference<BlueprintProjectile>>, Predicate<BlueprintComponent>)

Copies fields and components of the specified types from the blueprint.

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintProjectile>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.BlueprintProjectile>> blueprint
System.Predicate<Kingmaker.Blueprints.BlueprintComponent> componentMatcher

Any components in blueprint matching the predicate are copied. These are shallow copies that are shared by both blueprints.

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();
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CopyFrom(Blueprint<BlueprintReference<BlueprintProjectile>>, Type[])

Copies fields and components of the specified types from the blueprint.

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintProjectile>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.BlueprintProjectile>> blueprint
System.Type[] componentTypes

Any components in blueprint of the listed types are copied. These are shallow copies that are shared by both blueprints.

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();
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ModifyCastFx(Action<PrefabLink>)

Modifies Kingmaker.Blueprints.BlueprintProjectile.CastFx by invoking the provided action.

Declaration
public TBuilder ModifyCastFx(Action<PrefabLink> action)
Parameters
Type Name Description
System.Action<Kingmaker.ResourceLinks.PrefabLink> action
Returns
Type Description
TBuilder
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ModifyDamageHit(Action<DamageHitSettings>)

Modifies Kingmaker.Blueprints.BlueprintProjectile.DamageHit by invoking the provided action.

Declaration
public TBuilder ModifyDamageHit(Action<DamageHitSettings> action)
Parameters
Type Name Description
System.Action<Kingmaker.Visual.HitSystem.DamageHitSettings> action
Returns
Type Description
TBuilder
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ModifyDeflectedArrowPrefab(Action<GameObject>)

Modifies Kingmaker.Blueprints.BlueprintProjectile.DeflectedArrowPrefab by invoking the provided action.

Declaration
public TBuilder ModifyDeflectedArrowPrefab(Action<GameObject> action)
Parameters
Type Name Description
System.Action<UnityEngine.GameObject> action
Returns
Type Description
TBuilder
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ModifyProjectileHit(Action<ProjectileHitSettings>)

Modifies Kingmaker.Blueprints.BlueprintProjectile.ProjectileHit by invoking the provided action.

Declaration
public TBuilder ModifyProjectileHit(Action<ProjectileHitSettings> action)
Parameters
Type Name Description
System.Action<Kingmaker.Visual.HitSystem.ProjectileHitSettings> action
Returns
Type Description
TBuilder
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ModifySourceBone(Action<String>)

Modifies Kingmaker.Blueprints.BlueprintProjectile.SourceBone by invoking the provided action.

Declaration
public TBuilder ModifySourceBone(Action<string> action)
Parameters
Type Name Description
System.Action<System.String> action
Returns
Type Description
TBuilder
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ModifyStuckArrowPrefab(Action<GameObject>)

Modifies Kingmaker.Blueprints.BlueprintProjectile.StuckArrowPrefab by invoking the provided action.

Declaration
public TBuilder ModifyStuckArrowPrefab(Action<GameObject> action)
Parameters
Type Name Description
System.Action<UnityEngine.GameObject> action
Returns
Type Description
TBuilder
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ModifyTargetBone(Action<String>)

Modifies Kingmaker.Blueprints.BlueprintProjectile.TargetBone by invoking the provided action.

Declaration
public TBuilder ModifyTargetBone(Action<string> action)
Parameters
Type Name Description
System.Action<System.String> action
Returns
Type Description
TBuilder
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ModifyTargetBoneOnCrit(Action<String>)

Modifies Kingmaker.Blueprints.BlueprintProjectile.TargetBoneOnCrit by invoking the provided action.

Declaration
public TBuilder ModifyTargetBoneOnCrit(Action<string> action)
Parameters
Type Name Description
System.Action<System.String> action
Returns
Type Description
TBuilder
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ModifyTrajectory(Action<BlueprintProjectileTrajectoryReference>)

Modifies Kingmaker.Blueprints.BlueprintProjectile.m_Trajectory by invoking the provided action.

Declaration
public TBuilder ModifyTrajectory(Action<BlueprintProjectileTrajectoryReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintProjectileTrajectoryReference> action
Returns
Type Description
TBuilder
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ModifyView(Action<ProjectileLink>)

Modifies Kingmaker.Blueprints.BlueprintProjectile.View by invoking the provided action.

Declaration
public TBuilder ModifyView(Action<ProjectileLink> action)
Parameters
Type Name Description
System.Action<Kingmaker.ResourceLinks.ProjectileLink> action
Returns
Type Description
TBuilder
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.CustomConfigurators.RootConfigurator<T, TBuilder>.OnConfigureCompleted()
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SetAddRagdollImpulse(Single)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.AddRagdollImpulse

Declaration
public TBuilder SetAddRagdollImpulse(float addRagdollImpulse)
Parameters
Type Name Description
System.Single addRagdollImpulse
Returns
Type Description
TBuilder
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SetCastEffectDuration(Single)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.CastEffectDuration

Declaration
public TBuilder SetCastEffectDuration(float castEffectDuration)
Parameters
Type Name Description
System.Single castEffectDuration
Returns
Type Description
TBuilder
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SetCastFx(AssetLink<PrefabLink>)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.CastFx

Declaration
public TBuilder SetCastFx(AssetLink<PrefabLink> castFx)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.PrefabLink> castFx

You can pass in the animation using a PrefabLink or it's AssetId.

Returns
Type Description
TBuilder
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SetDamageHit(DamageHitSettings)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.DamageHit

Declaration
public TBuilder SetDamageHit(DamageHitSettings damageHit)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.DamageHitSettings damageHit
Returns
Type Description
TBuilder
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SetDeflectedArrowPrefab(Asset<GameObject>)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.DeflectedArrowPrefab

Declaration
public TBuilder SetDeflectedArrowPrefab(Asset<GameObject> deflectedArrowPrefab)
Parameters
Type Name Description
Asset<UnityEngine.GameObject> deflectedArrowPrefab

You can pass in the animation using a GameObject or it's AssetId.

Returns
Type Description
TBuilder
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SetFallsOnMiss(Boolean)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.FallsOnMiss

Declaration
public TBuilder SetFallsOnMiss(bool fallsOnMiss = true)
Parameters
Type Name Description
System.Boolean fallsOnMiss
Returns
Type Description
TBuilder
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SetFollowTerrain(Boolean)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.FollowTerrain

Declaration
public TBuilder SetFollowTerrain(bool followTerrain = true)
Parameters
Type Name Description
System.Boolean followTerrain
Returns
Type Description
TBuilder
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SetLifetimeParticlesAfterHit(Single)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.LifetimeParticlesAfterHit

Declaration
public TBuilder SetLifetimeParticlesAfterHit(float lifetimeParticlesAfterHit)
Parameters
Type Name Description
System.Single lifetimeParticlesAfterHit
Returns
Type Description
TBuilder
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SetMinTime(Single)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.MinTime

Declaration
public TBuilder SetMinTime(float minTime)
Parameters
Type Name Description
System.Single minTime
Returns
Type Description
TBuilder
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SetMissMaxRadius(Single)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.MissMaxRadius

Declaration
public TBuilder SetMissMaxRadius(float missMaxRadius)
Parameters
Type Name Description
System.Single missMaxRadius
Returns
Type Description
TBuilder
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SetMissMinRadius(Single)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.MissMinRadius

Declaration
public TBuilder SetMissMinRadius(float missMinRadius)
Parameters
Type Name Description
System.Single missMinRadius
Returns
Type Description
TBuilder
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SetMissRaycastDistance(Single)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.MissRaycastDistance

Declaration
public TBuilder SetMissRaycastDistance(float missRaycastDistance)
Parameters
Type Name Description
System.Single missRaycastDistance
Returns
Type Description
TBuilder
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SetProjectileHit(ProjectileHitSettings)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.ProjectileHit

Declaration
public TBuilder SetProjectileHit(ProjectileHitSettings projectileHit)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.ProjectileHitSettings projectileHit
Returns
Type Description
TBuilder
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SetSourceBone(String)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.SourceBone

Declaration
public TBuilder SetSourceBone(string sourceBone)
Parameters
Type Name Description
System.String sourceBone
Returns
Type Description
TBuilder
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SetSourceBoneCorpulenceOffset(Single)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.SourceBoneCorpulenceOffset

Declaration
public TBuilder SetSourceBoneCorpulenceOffset(float sourceBoneCorpulenceOffset)
Parameters
Type Name Description
System.Single sourceBoneCorpulenceOffset
Returns
Type Description
TBuilder
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SetSourceBoneOffsetAtTarget(Boolean)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.SourceBoneOffsetAtTarget

Declaration
public TBuilder SetSourceBoneOffsetAtTarget(bool sourceBoneOffsetAtTarget = true)
Parameters
Type Name Description
System.Boolean sourceBoneOffsetAtTarget
Returns
Type Description
TBuilder
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SetSpeed(Single)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.Speed

Declaration
public TBuilder SetSpeed(float speed)
Parameters
Type Name Description
System.Single speed
Returns
Type Description
TBuilder
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SetStuckArrowPrefab(Asset<GameObject>)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.StuckArrowPrefab

Declaration
public TBuilder SetStuckArrowPrefab(Asset<GameObject> stuckArrowPrefab)
Parameters
Type Name Description
Asset<UnityEngine.GameObject> stuckArrowPrefab

You can pass in the animation using a GameObject or it's AssetId.

Returns
Type Description
TBuilder
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SetTargetBone(String)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.TargetBone

Declaration
public TBuilder SetTargetBone(string targetBone)
Parameters
Type Name Description
System.String targetBone
Returns
Type Description
TBuilder
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SetTargetBoneOffsetMultiplier(Single)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.TargetBoneOffsetMultiplier

Declaration
public TBuilder SetTargetBoneOffsetMultiplier(float targetBoneOffsetMultiplier)
Parameters
Type Name Description
System.Single targetBoneOffsetMultiplier
Returns
Type Description
TBuilder
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SetTargetBoneOnCrit(String)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.TargetBoneOnCrit

Declaration
public TBuilder SetTargetBoneOnCrit(string targetBoneOnCrit)
Parameters
Type Name Description
System.String targetBoneOnCrit
Returns
Type Description
TBuilder
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SetTrajectory(Blueprint<BlueprintProjectileTrajectoryReference>)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.m_Trajectory

Declaration
public TBuilder SetTrajectory(Blueprint<BlueprintProjectileTrajectoryReference> trajectory)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintProjectileTrajectoryReference> trajectory

Blueprint of type BlueprintProjectileTrajectory. You can pass in the blueprint using:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
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SetUseSourceBoneScale(Boolean)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.UseSourceBoneScale

Declaration
public TBuilder SetUseSourceBoneScale(bool useSourceBoneScale = true)
Parameters
Type Name Description
System.Boolean useSourceBoneScale
Returns
Type Description
TBuilder
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SetView(AssetLink<ProjectileLink>)

Sets the value of Kingmaker.Blueprints.BlueprintProjectile.View

Declaration
public TBuilder SetView(AssetLink<ProjectileLink> view)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.ProjectileLink> view

You can pass in the animation using a ProjectileLink or it's AssetId.

Returns
Type Description
TBuilder
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