Class BaseAreaEffectPitVisualSettingsConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.UnitLogic.Abilities
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseAreaEffectPitVisualSettingsConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintAreaEffectPitVisualSettings where TBuilder : BaseAreaEffectPitVisualSettingsConfigurator<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 SourceBaseAreaEffectPitVisualSettingsConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseAreaEffectPitVisualSettingsConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceCopyFrom(Blueprint<BlueprintReference<BlueprintAreaEffectPitVisualSettings>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintAreaEffectPitVisualSettings>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings>> | 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<BlueprintAreaEffectPitVisualSettings>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintAreaEffectPitVisualSettings>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings>> | 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();
ModifyClimbXZCurve(Action<AnimationCurve>)
Modifies Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.ClimbXZCurve by invoking the provided action.
Declaration
public TBuilder ModifyClimbXZCurve(Action<AnimationCurve> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<UnityEngine.AnimationCurve> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyClimbYCurve(Action<AnimationCurve>)
Modifies Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.ClimbYCurve by invoking the provided action.
Declaration
public TBuilder ModifyClimbYCurve(Action<AnimationCurve> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<UnityEngine.AnimationCurve> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyFallXZCurve(Action<AnimationCurve>)
Modifies Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.FallXZCurve by invoking the provided action.
Declaration
public TBuilder ModifyFallXZCurve(Action<AnimationCurve> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<UnityEngine.AnimationCurve> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyFallYCurve(Action<AnimationCurve>)
Modifies Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.FallYCurve by invoking the provided action.
Declaration
public TBuilder ModifyFallYCurve(Action<AnimationCurve> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<UnityEngine.AnimationCurve> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyUnitAppearFx(Action<PrefabLink>)
Modifies Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.UnitAppearFx by invoking the provided action.
Declaration
public TBuilder ModifyUnitAppearFx(Action<PrefabLink> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyUnitDisappearFx(Action<PrefabLink>)
Modifies Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.UnitDisappearFx by invoking the provided action.
Declaration
public TBuilder ModifyUnitDisappearFx(Action<PrefabLink> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetClimbXZCurve(AnimationCurve)
Sets the value of Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.ClimbXZCurve
Declaration
public TBuilder SetClimbXZCurve(AnimationCurve climbXZCurve)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.AnimationCurve | climbXZCurve |
Returns
Type | Description |
---|---|
TBuilder |
SetClimbYCurve(AnimationCurve)
Sets the value of Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.ClimbYCurve
Declaration
public TBuilder SetClimbYCurve(AnimationCurve climbYCurve)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.AnimationCurve | climbYCurve |
Returns
Type | Description |
---|---|
TBuilder |
SetDepthMeters(Single)
Sets the value of Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.DepthMeters
Declaration
public TBuilder SetDepthMeters(float depthMeters)
Parameters
Type | Name | Description |
---|---|---|
System.Single | depthMeters |
Returns
Type | Description |
---|---|
TBuilder |
SetFallXZCurve(AnimationCurve)
Sets the value of Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.FallXZCurve
Declaration
public TBuilder SetFallXZCurve(AnimationCurve fallXZCurve)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.AnimationCurve | fallXZCurve |
Returns
Type | Description |
---|---|
TBuilder |
SetFallYCurve(AnimationCurve)
Sets the value of Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.FallYCurve
Declaration
public TBuilder SetFallYCurve(AnimationCurve fallYCurve)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.AnimationCurve | fallYCurve |
Returns
Type | Description |
---|---|
TBuilder |
SetHoleEdgeMeters(Single)
Sets the value of Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.HoleEdgeMeters
Declaration
public TBuilder SetHoleEdgeMeters(float holeEdgeMeters)
Parameters
Type | Name | Description |
---|---|---|
System.Single | holeEdgeMeters |
Returns
Type | Description |
---|---|
TBuilder |
SetUnitAppearFx(AssetLink<PrefabLink>)
Sets the value of Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.UnitAppearFx
Declaration
public TBuilder SetUnitAppearFx(AssetLink<PrefabLink> unitAppearFx)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.PrefabLink> | unitAppearFx | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
SetUnitDisappearFx(AssetLink<PrefabLink>)
Sets the value of Kingmaker.UnitLogic.Abilities.Blueprints.BlueprintAreaEffectPitVisualSettings.UnitDisappearFx
Declaration
public TBuilder SetUnitDisappearFx(AssetLink<PrefabLink> unitDisappearFx)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.PrefabLink> | unitDisappearFx | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |