Class BaseTimeOfDaySettingsConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Visual.LightSelector.BlueprintTimeOfDaySettings.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Visual
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseTimeOfDaySettingsConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintTimeOfDaySettings where TBuilder : BaseTimeOfDaySettingsConfigurator<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 SourceBaseTimeOfDaySettingsConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseTimeOfDaySettingsConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceCopyFrom(Blueprint<BlueprintReference<BlueprintTimeOfDaySettings>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintTimeOfDaySettings>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Visual.LightSelector.BlueprintTimeOfDaySettings>> | 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<BlueprintTimeOfDaySettings>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintTimeOfDaySettings>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Visual.LightSelector.BlueprintTimeOfDaySettings>> | 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();
ModifyDay(Action<GameObject>)
Modifies Kingmaker.Visual.LightSelector.BlueprintTimeOfDaySettings.Day by invoking the provided action.
Declaration
public TBuilder ModifyDay(Action<GameObject> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<UnityEngine.GameObject> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyEvening(Action<GameObject>)
Modifies Kingmaker.Visual.LightSelector.BlueprintTimeOfDaySettings.Evening by invoking the provided action.
Declaration
public TBuilder ModifyEvening(Action<GameObject> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<UnityEngine.GameObject> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyMorning(Action<GameObject>)
Modifies Kingmaker.Visual.LightSelector.BlueprintTimeOfDaySettings.Morning by invoking the provided action.
Declaration
public TBuilder ModifyMorning(Action<GameObject> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<UnityEngine.GameObject> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyNight(Action<GameObject>)
Modifies Kingmaker.Visual.LightSelector.BlueprintTimeOfDaySettings.Night by invoking the provided action.
Declaration
public TBuilder ModifyNight(Action<GameObject> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<UnityEngine.GameObject> | action |
Returns
Type | Description |
---|---|
TBuilder |
SetDay(Asset<GameObject>)
Sets the value of Kingmaker.Visual.LightSelector.BlueprintTimeOfDaySettings.Day
Declaration
public TBuilder SetDay(Asset<GameObject> day)
Parameters
Type | Name | Description |
---|---|---|
Asset<UnityEngine.GameObject> | day | You can pass in the animation using a GameObject or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
SetEvening(Asset<GameObject>)
Sets the value of Kingmaker.Visual.LightSelector.BlueprintTimeOfDaySettings.Evening
Declaration
public TBuilder SetEvening(Asset<GameObject> evening)
Parameters
Type | Name | Description |
---|---|---|
Asset<UnityEngine.GameObject> | evening | You can pass in the animation using a GameObject or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
SetMorning(Asset<GameObject>)
Sets the value of Kingmaker.Visual.LightSelector.BlueprintTimeOfDaySettings.Morning
Declaration
public TBuilder SetMorning(Asset<GameObject> morning)
Parameters
Type | Name | Description |
---|---|---|
Asset<UnityEngine.GameObject> | morning | You can pass in the animation using a GameObject or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
SetNight(Asset<GameObject>)
Sets the value of Kingmaker.Visual.LightSelector.BlueprintTimeOfDaySettings.Night
Declaration
public TBuilder SetNight(Asset<GameObject> night)
Parameters
Type | Name | Description |
---|---|---|
Asset<UnityEngine.GameObject> | night | You can pass in the animation using a GameObject or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |