Class BaseSettingsWindowConfigConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.SettingsWindowConfig.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseSettingsWindowConfigConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : SettingsWindowConfig where TBuilder : BaseSettingsWindowConfigConfigurator<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 SourceBaseSettingsWindowConfigConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseSettingsWindowConfigConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceCopyFrom(Blueprint<BlueprintReference<SettingsWindowConfig>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<SettingsWindowConfig>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.SettingsWindowConfig>> | 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<SettingsWindowConfig>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<SettingsWindowConfig>> blueprint, params Type[] componentTypes)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.SettingsWindowConfig>> | 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();
ModifyDualSenseConsolePrefab(Action<PrefabLink>)
Modifies Kingmaker.Blueprints.SettingsWindowConfig.DualSenseConsolePrefab by invoking the provided action.
Declaration
public TBuilder ModifyDualSenseConsolePrefab(Action<PrefabLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyPSConsolePrefab(Action<PrefabLink>)
Modifies Kingmaker.Blueprints.SettingsWindowConfig.PSConsolePrefab by invoking the provided action.
Declaration
public TBuilder ModifyPSConsolePrefab(Action<PrefabLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifySteamConsolePrefab(Action<PrefabLink>)
Modifies Kingmaker.Blueprints.SettingsWindowConfig.SteamConsolePrefab by invoking the provided action.
Declaration
public TBuilder ModifySteamConsolePrefab(Action<PrefabLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifySwitchConsolePrefab(Action<PrefabLink>)
Modifies Kingmaker.Blueprints.SettingsWindowConfig.SwitchConsolePrefab by invoking the provided action.
Declaration
public TBuilder ModifySwitchConsolePrefab(Action<PrefabLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyXBoxConsolePrefab(Action<PrefabLink>)
Modifies Kingmaker.Blueprints.SettingsWindowConfig.XBoxConsolePrefab by invoking the provided action.
Declaration
public TBuilder ModifyXBoxConsolePrefab(Action<PrefabLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetDualSenseConsolePrefab(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Blueprints.SettingsWindowConfig.DualSenseConsolePrefab
Declaration
public TBuilder SetDualSenseConsolePrefab(AssetLink<PrefabLink> dualSenseConsolePrefab)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.PrefabLink> | dualSenseConsolePrefab | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetPSConsolePrefab(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Blueprints.SettingsWindowConfig.PSConsolePrefab
Declaration
public TBuilder SetPSConsolePrefab(AssetLink<PrefabLink> pSConsolePrefab)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.PrefabLink> | pSConsolePrefab | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetSteamConsolePrefab(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Blueprints.SettingsWindowConfig.SteamConsolePrefab
Declaration
public TBuilder SetSteamConsolePrefab(AssetLink<PrefabLink> steamConsolePrefab)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.PrefabLink> | steamConsolePrefab | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetSwitchConsolePrefab(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Blueprints.SettingsWindowConfig.SwitchConsolePrefab
Declaration
public TBuilder SetSwitchConsolePrefab(AssetLink<PrefabLink> switchConsolePrefab)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.PrefabLink> | switchConsolePrefab | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetXBoxConsolePrefab(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Blueprints.SettingsWindowConfig.XBoxConsolePrefab
Declaration
public TBuilder SetXBoxConsolePrefab(AssetLink<PrefabLink> xBoxConsolePrefab)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.PrefabLink> | xBoxConsolePrefab | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |