Table of Contents

Class SkillBehaviour

Namespace
GrindFest
Assembly
GrindFest.dll
public abstract class SkillBehaviour : MonoBehaviour
Inheritance
object
SkillBehaviour
Derived

Fields

AddressableReference
CooldownTimer
Coroutine
DurationTimer
Finished
Icon
IsHidden
IsLearnable
IsTemporary
MaxLevel
OldLeftHandItem
OldRightHandItem
Prefab
RequiredDexterity
RequiredIntelligence
RequiredLevel
RequiredStrength
RequiredWeaponType
SwappedItem
TargetCombatant
TargetPosition
TargetType
User
_level

Properties

CanBeInterrupted
Category
Command
Cooldown
Description
Duration
Level
MovementInterrupts
Range
Target
UserTargetPosition

Methods

Apply()
CanUse()
CheckSkillRequirement(int, HeroController, bool)
GainXP(float)
GetBestMeleeEnemy()
GetEnemiesInArc(float, float, Vector3, HashSet<CombatBehaviour>)
GetEnemiesInLine(float, HashSet<CombatBehaviour>)
GetEnemiesInRadius(float, HashSet<CombatBehaviour>)
GetEnemiesInRadius(Vector3, float, HashSet<CombatBehaviour>)
GetRequiredDexterity(int)
GetRequiredIntelligence(int)
GetRequiredStrength(int)
GetTooltipDescription()

Returns the full rich-text description block shown in the skill tooltip: optional command quote, description, and any unmet requirements (in red). Uses tags compatible with both TextMeshPro and Unity UI Toolkit. Single source of truth for skill tooltip text in legacy UGUI and OneJS UI.

GetTooltipManaCost()

Mana cost text for spells (returns empty string for non-spells or zero-cost).

InstantiateProjectile(Projectile, Transform)
MoveTo(Vector3, float)
OnValidate()
PlayAnimation(ITransition, int, float)
PlayEffect(ParticleSystem, Transform, Vector3)
PlayEffect(ParticleSystem, Vector3, Vector3, Quaternion)
PlayWeaponAnimation(Action)
Remove()
ShowTooltip(ShowTooltip, GameObject)
SwapEquipment(EquipableBehaviour)
TrySwapEquipment<T>(Predicate<ItemBehaviour>, string, out T)
Update()
Use()
WaitForAnimation(ITransition, float, float)
WaitForAnimationEvent(ClipTransition, string)
WaitForRestOfWeaponAnimation()
WaitForSeconds(float)
WaitForWeaponAnimation(int, UnShared)
WeaponDamage(CombatBehaviour, Element, float)
WeaponDamage(HashSet<CombatBehaviour>, Element, float)
WeaponDamage(Collision, Element, float)

Events

OnLevelChanged