Class BaseFollowersFormationConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Formations.FollowersFormation.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Formations
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseFollowersFormationConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : FollowersFormation where TBuilder : BaseFollowersFormationConfigurator<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 SourceBaseFollowersFormationConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseFollowersFormationConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddToFormation(Vector2[])
Adds to the contents of Kingmaker.Formations.FollowersFormation.m_Formation
Declaration
public TBuilder AddToFormation(params Vector2[] formation)
Parameters
| Type | Name | Description |
|---|---|---|
| UnityEngine.Vector2[] | formation | Tooltip: Followers formation. |
Returns
| Type | Description |
|---|---|
| TBuilder |
ClearFormation()
Removes all elements from Kingmaker.Formations.FollowersFormation.m_Formation
Declaration
public TBuilder ClearFormation()
Returns
| Type | Description |
|---|---|
| TBuilder |
CopyFrom(Blueprint<BlueprintReference<FollowersFormation>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<FollowersFormation>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Formations.FollowersFormation>> | 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<FollowersFormation>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<FollowersFormation>> blueprint, params Type[] componentTypes)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Formations.FollowersFormation>> | 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();
ModifyFormation(Action<Vector2>)
Modifies Kingmaker.Formations.FollowersFormation.m_Formation by invoking the provided action on each element.
Declaration
public TBuilder ModifyFormation(Action<Vector2> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<UnityEngine.Vector2> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyPlayerOffset(Action<Vector2>)
Modifies Kingmaker.Formations.FollowersFormation.m_PlayerOffset by invoking the provided action.
Declaration
public TBuilder ModifyPlayerOffset(Action<Vector2> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<UnityEngine.Vector2> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromFormation(Func<Vector2, Boolean>)
Removes elements from Kingmaker.Formations.FollowersFormation.m_Formation that match the provided predicate.
Declaration
public TBuilder RemoveFromFormation(Func<Vector2, bool> predicate)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Func<UnityEngine.Vector2, System.Boolean> | predicate |
Returns
| Type | Description |
|---|---|
| TBuilder |
RemoveFromFormation(Vector2[])
Removes elements from Kingmaker.Formations.FollowersFormation.m_Formation
Declaration
public TBuilder RemoveFromFormation(params Vector2[] formation)
Parameters
| Type | Name | Description |
|---|---|---|
| UnityEngine.Vector2[] | formation | Tooltip: Followers formation. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetFormation(Vector2[])
Sets the value of Kingmaker.Formations.FollowersFormation.m_Formation
Declaration
public TBuilder SetFormation(params Vector2[] formation)
Parameters
| Type | Name | Description |
|---|---|---|
| UnityEngine.Vector2[] | formation | Tooltip: Followers formation. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetLookAngleRandomSpread(Single)
Sets the value of Kingmaker.Formations.FollowersFormation.m_LookAngleRandomSpread
Declaration
public TBuilder SetLookAngleRandomSpread(float lookAngleRandomSpread)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | lookAngleRandomSpread | Tooltip: Look angle spread. Follower look angle will be equal to main character look angle + Random(-LookAngleSpread/2,LookAngleSpread/2). |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetPlayerOffset(Vector2)
Sets the value of Kingmaker.Formations.FollowersFormation.m_PlayerOffset
Declaration
public TBuilder SetPlayerOffset(Vector2 playerOffset)
Parameters
| Type | Name | Description |
|---|---|---|
| UnityEngine.Vector2 | playerOffset | Tooltip: Offset from main character. Y axis is in line with main character forward direction. X axis is in line with main character right direction. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetRepathCooldownSec(Single)
Sets the value of Kingmaker.Formations.FollowersFormation.m_RepathCooldownSec
Declaration
public TBuilder SetRepathCooldownSec(float repathCooldownSec)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | repathCooldownSec | Tooltip: Repath delay in seconds. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetRepathDistance(Single)
Sets the value of Kingmaker.Formations.FollowersFormation.m_RepathDistance
Declaration
public TBuilder SetRepathDistance(float repathDistance)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | repathDistance | Tooltip: Distance between current follower position and his target position on which follower remains idle. |
Returns
| Type | Description |
|---|---|
| TBuilder |