Class BaseKingmakerEquipmentEntityConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Visual
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseKingmakerEquipmentEntityConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : KingmakerEquipmentEntity where TBuilder : BaseKingmakerEquipmentEntityConfigurator<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 SourceBaseKingmakerEquipmentEntityConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseKingmakerEquipmentEntityConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddToFemaleArray(AssetLink<EquipmentEntityLink>[])
Adds to the contents of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray
Declaration
public TBuilder AddToFemaleArray(params AssetLink<EquipmentEntityLink>[] femaleArray)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] | femaleArray | You can pass in the animation using an EquipmentEntityLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
AddToMaleArray(AssetLink<EquipmentEntityLink>[])
Adds to the contents of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray
Declaration
public TBuilder AddToMaleArray(params AssetLink<EquipmentEntityLink>[] maleArray)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] | maleArray | You can pass in the animation using an EquipmentEntityLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
AddToRaceDependentArrays(KingmakerEquipmentEntity.TwoLists[])
Adds to the contents of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays
Declaration
public TBuilder AddToRaceDependentArrays(params KingmakerEquipmentEntity.TwoLists[] raceDependentArrays)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.TwoLists[] | raceDependentArrays |
Returns
Type | Description |
---|---|
TBuilder |
ClearFemaleArray()
Removes all elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray
Declaration
public TBuilder ClearFemaleArray()
Returns
Type | Description |
---|---|
TBuilder |
ClearMaleArray()
Removes all elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray
Declaration
public TBuilder ClearMaleArray()
Returns
Type | Description |
---|---|
TBuilder |
ClearRaceDependentArrays()
Removes all elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays
Declaration
public TBuilder ClearRaceDependentArrays()
Returns
Type | Description |
---|---|
TBuilder |
CopyFrom(Blueprint<BlueprintReference<KingmakerEquipmentEntity>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<KingmakerEquipmentEntity>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity>> | 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<KingmakerEquipmentEntity>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<KingmakerEquipmentEntity>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity>> | 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();
ModifyFemaleArray(Action<EquipmentEntityLink>)
Modifies Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray by invoking the provided action on each element.
Declaration
public TBuilder ModifyFemaleArray(Action<EquipmentEntityLink> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.ResourceLinks.EquipmentEntityLink> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyMaleArray(Action<EquipmentEntityLink>)
Modifies Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray by invoking the provided action on each element.
Declaration
public TBuilder ModifyMaleArray(Action<EquipmentEntityLink> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.ResourceLinks.EquipmentEntityLink> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyRaceDependentArrays(Action<KingmakerEquipmentEntity.TwoLists>)
Modifies Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays by invoking the provided action on each element.
Declaration
public TBuilder ModifyRaceDependentArrays(Action<KingmakerEquipmentEntity.TwoLists> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.TwoLists> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromFemaleArray(AssetLink<EquipmentEntityLink>[])
Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray
Declaration
public TBuilder RemoveFromFemaleArray(params AssetLink<EquipmentEntityLink>[] femaleArray)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] | femaleArray | You can pass in the animation using an EquipmentEntityLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromFemaleArray(Func<EquipmentEntityLink, Boolean>)
Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray that match the provided predicate.
Declaration
public TBuilder RemoveFromFemaleArray(Func<EquipmentEntityLink, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<Kingmaker.ResourceLinks.EquipmentEntityLink, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromMaleArray(AssetLink<EquipmentEntityLink>[])
Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray
Declaration
public TBuilder RemoveFromMaleArray(params AssetLink<EquipmentEntityLink>[] maleArray)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] | maleArray | You can pass in the animation using an EquipmentEntityLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromMaleArray(Func<EquipmentEntityLink, Boolean>)
Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray that match the provided predicate.
Declaration
public TBuilder RemoveFromMaleArray(Func<EquipmentEntityLink, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<Kingmaker.ResourceLinks.EquipmentEntityLink, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromRaceDependentArrays(KingmakerEquipmentEntity.TwoLists[])
Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays
Declaration
public TBuilder RemoveFromRaceDependentArrays(params KingmakerEquipmentEntity.TwoLists[] raceDependentArrays)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.TwoLists[] | raceDependentArrays |
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromRaceDependentArrays(Func<KingmakerEquipmentEntity.TwoLists, Boolean>)
Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays that match the provided predicate.
Declaration
public TBuilder RemoveFromRaceDependentArrays(Func<KingmakerEquipmentEntity.TwoLists, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.TwoLists, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
SetFemaleArray(AssetLink<EquipmentEntityLink>[])
Sets the value of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray
Declaration
public TBuilder SetFemaleArray(params AssetLink<EquipmentEntityLink>[] femaleArray)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] | femaleArray | You can pass in the animation using an EquipmentEntityLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
SetMaleArray(AssetLink<EquipmentEntityLink>[])
Sets the value of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray
Declaration
public TBuilder SetMaleArray(params AssetLink<EquipmentEntityLink>[] maleArray)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] | maleArray | You can pass in the animation using an EquipmentEntityLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
SetRaceDependent(Boolean)
Sets the value of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependent
Declaration
public TBuilder SetRaceDependent(bool raceDependent = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | raceDependent |
Returns
Type | Description |
---|---|
TBuilder |
SetRaceDependentArrays(KingmakerEquipmentEntity.TwoLists[])
Sets the value of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays
Declaration
public TBuilder SetRaceDependentArrays(params KingmakerEquipmentEntity.TwoLists[] raceDependentArrays)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.TwoLists[] | raceDependentArrays |
Returns
Type | Description |
---|---|
TBuilder |