Table of Contents

Class SkillBehaviour

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

Fields

AddressableReference
CooldownTimer
Coroutine
Duration
DurationTimer
Icon
IsHidden
IsLearnable
Level
Prefab
RequiredDexterity
RequiredIntelligence
RequiredLevel
RequiredStrength
RequiredWeaponType
TargetCombatant
TargetPosition
TargetType
User

Properties

Category
Command
Cooldown
Description
PreventMovement
Range
Target
UserTargetPosition

Methods

Apply()
CanUse()
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)
InstantiateProjectile(Projectile, Transform)
PlayAnimation(ITransition, int, float)
PlayEffect(ParticleSystem, Transform, Vector3)
PlayEffect(ParticleSystem, Vector3, Vector3)
PlayWeaponAnimation(Action)
Remove()
ShowTooltip(ShowTooltip, GameObject)
SwapEquipment(EquipableBehaviour)
TrySwapEquipment<T>(Predicate<ItemBehaviour>, string)
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)