Class BaseDungeonIslandRewardConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Dungeon
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseDungeonIslandRewardConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintDungeonIslandReward where TBuilder : BaseDungeonIslandRewardConfigurator<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 SourceBaseDungeonIslandRewardConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseDungeonIslandRewardConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceCopyFrom(Blueprint<BlueprintReference<BlueprintDungeonIslandReward>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintDungeonIslandReward>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward>> | 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<BlueprintDungeonIslandReward>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintDungeonIslandReward>> blueprint, params Type[] componentTypes)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward>> | 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();
ModifyConditions(Action<ConditionsChecker>)
Modifies Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.Conditions by invoking the provided action.
Declaration
public TBuilder ModifyConditions(Action<ConditionsChecker> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ElementsSystem.ConditionsChecker> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyCustomRevealFx(Action<PrefabLink>)
Modifies Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.CustomRevealFx by invoking the provided action.
Declaration
public TBuilder ModifyCustomRevealFx(Action<PrefabLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyDescription(Action<LocalizedString>)
Modifies Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.Description by invoking the provided action.
Declaration
public TBuilder ModifyDescription(Action<LocalizedString> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Localization.LocalizedString> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyImageLink(Action<SpriteLink>)
Modifies Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.m_ImageLink by invoking the provided action.
Declaration
public TBuilder ModifyImageLink(Action<SpriteLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.SpriteLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyName(Action<LocalizedString>)
Modifies Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.Name by invoking the provided action.
Declaration
public TBuilder ModifyName(Action<LocalizedString> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Localization.LocalizedString> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetConditions(ConditionsBuilder)
Sets the value of Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.Conditions
Declaration
public TBuilder SetConditions(ConditionsBuilder conditions)
Parameters
| Type | Name | Description |
|---|---|---|
| ConditionsBuilder | conditions |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetCustomRevealFx(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.CustomRevealFx
Declaration
public TBuilder SetCustomRevealFx(AssetLink<PrefabLink> customRevealFx)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.PrefabLink> | customRevealFx | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetDescription(LocalString)
Sets the value of Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.Description
Declaration
public TBuilder SetDescription(LocalString description)
Parameters
| Type | Name | Description |
|---|---|---|
| LocalString | description | You can pass in the string using a LocalizedString or the Key to a LocalizedString. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetForceFirstIsland(Boolean)
Sets the value of Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.ForceFirstIsland
Declaration
public TBuilder SetForceFirstIsland(bool forceFirstIsland = true)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Boolean | forceFirstIsland |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetImageLink(AssetLink<SpriteLink>)
Sets the value of Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.m_ImageLink
Declaration
public TBuilder SetImageLink(AssetLink<SpriteLink> imageLink)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.SpriteLink> | imageLink | You can pass in the animation using a SpriteLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetName(LocalString)
Sets the value of Kingmaker.Dungeon.Blueprints.BlueprintDungeonIslandReward.Name
Declaration
public TBuilder SetName(LocalString name)
Parameters
| Type | Name | Description |
|---|---|---|
| LocalString | name | You can pass in the string using a LocalizedString or the Key to a LocalizedString. |
Returns
| Type | Description |
|---|---|
| TBuilder |