Class BaseCueSequenceConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.DialogSystem.Blueprints.BlueprintCueSequence.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.DialogSystem
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseCueSequenceConfigurator<T, TBuilder> : BaseCueBaseConfigurator<T, TBuilder> where T : BlueprintCueSequence where TBuilder : BaseCueSequenceConfigurator<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 SourceBaseCueSequenceConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseCueSequenceConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddToCues(Blueprint<BlueprintCueBaseReference>[])
Adds to the contents of Kingmaker.DialogSystem.Blueprints.BlueprintCueSequence.Cues
Declaration
public TBuilder AddToCues(params Blueprint<BlueprintCueBaseReference>[] cues)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintCueBaseReference>[] | cues | Blueprint of type BlueprintCueBase. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
ClearCues()
Removes all elements from Kingmaker.DialogSystem.Blueprints.BlueprintCueSequence.Cues
Declaration
public TBuilder ClearCues()
Returns
Type | Description |
---|---|
TBuilder |
CopyFrom(Blueprint<BlueprintReference<BlueprintCueSequence>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintCueSequence>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.DialogSystem.Blueprints.BlueprintCueSequence>> | 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<BlueprintCueSequence>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintCueSequence>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.DialogSystem.Blueprints.BlueprintCueSequence>> | 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();
ModifyCues(Action<BlueprintCueBaseReference>)
Modifies Kingmaker.DialogSystem.Blueprints.BlueprintCueSequence.Cues by invoking the provided action on each element.
Declaration
public TBuilder ModifyCues(Action<BlueprintCueBaseReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintCueBaseReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyExit(Action<BlueprintSequenceExitReference>)
Modifies Kingmaker.DialogSystem.Blueprints.BlueprintCueSequence.m_Exit by invoking the provided action.
Declaration
public TBuilder ModifyExit(Action<BlueprintSequenceExitReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintSequenceExitReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromCues(Blueprint<BlueprintCueBaseReference>[])
Removes elements from Kingmaker.DialogSystem.Blueprints.BlueprintCueSequence.Cues
Declaration
public TBuilder RemoveFromCues(params Blueprint<BlueprintCueBaseReference>[] cues)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintCueBaseReference>[] | cues | Blueprint of type BlueprintCueBase. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromCues(Func<BlueprintCueBaseReference, Boolean>)
Removes elements from Kingmaker.DialogSystem.Blueprints.BlueprintCueSequence.Cues that match the provided predicate.
Declaration
public TBuilder RemoveFromCues(Func<BlueprintCueBaseReference, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<Kingmaker.Blueprints.BlueprintCueBaseReference, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
SetCues(Blueprint<BlueprintCueBaseReference>[])
Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCueSequence.Cues
Declaration
public TBuilder SetCues(params Blueprint<BlueprintCueBaseReference>[] cues)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintCueBaseReference>[] | cues | Blueprint of type BlueprintCueBase. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetExit(Blueprint<BlueprintSequenceExitReference>)
Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCueSequence.m_Exit
Declaration
public TBuilder SetExit(Blueprint<BlueprintSequenceExitReference> exit)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintSequenceExitReference> | exit | Blueprint of type BlueprintSequenceExit. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |