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    • BattleBehaviour
      • BattleBehaviour.Fusion
        • FusionManager
        • GameCharacterFusion
      • Battle
      • BossSize
      • CharacterGroup
      • ScriptableBattlePosition
      • ScriptableBattleStage
      • TeamData
      • BattleBehaviour.Backup
        • BackupState
        • BattleBackup
    • GameActors
      • GameActor
      • GameCharacter
      • GameCharacter.AIState
      • GameItem
    • States
      • BattleState
      • ChangeStageState
      • FightState
      • FightState.LoseCondition
      • FightState.WinCondition
      • PreparationState
      • ResetSceneState
    • Battlefield
      • BattleGrid
      • BattleGrid.GridType
      • Bench
      • GridCell
      • GridCellEffect
      • SellZone
    • BattleUI
      • CharacterEnergyUI
      • CharacterHealthUI
      • CharacterStatsUI
      • DamagePopup
      • ItemDescriptionUI
      • ShopExpBarUI
      • StageUI
      • TraitDescriptionUI
      • TraitListUI
      • TraitListUI.OrderBy
      • TraitStatsUI
      • TraitUI
    • EditorScripts
      • BattleGridEditor
      • BattlePositionEditor
      • BenchEditor
      • GameCharacterEditor
      • NetworkObjectsListEditor
      • NFO_GameCharacterEditor
      • NGO_MenuActions
      • ReadOnlyDrawer
    • Formulas
      • BattleFormulas
      • BattleFormulas.DamageType
    • Movement
      • ApproximateAstarMovement
      • ExactAstarMovement
      • IBattleMovement
      • PathFinding2D
    • Multiplayer
      • BattleBehaviour
        • NetworkObjectList
        • StatsStruct
        • GameActors
          • NGO_GameCharacter
          • NGO_GameItem
        • Player
          • GamePlayer
          • IPlayer
        • States
          • MP_ConnectionState
          • MP_FightState
          • MP_PreparationState
      • ClientTransform
        • ClientNetworkTransform
      • EditorScripts
        • NGO_MenuActions
      • GamingServices
        • GamingServices
          • GamingServices.RelayHostData
          • GamingServices.RelayJoinData
      • UI
        • NetworkManagerUI
    • Shop
      • ScriptableShopItem
      • ShopCharacter
      • ShopGameItem
      • ShopItemInfo
      • ShopLevel
      • ShopLevelManager
      • ShopManager
      • ShopGUI
        • CurrencyUI
        • EquippedItemDescriptionUI
        • ShopItemUI
        • ShopUI
        • SpecialAttackDescriptionUI
        • Timer
      • ShopList
        • IShopList
        • ScriptableDeckList
        • ScriptableGroupItemList
        • ScriptableIndividualItemList
        • ShopItemList
    • Skills
      • ApplyBuffOnHitEffect
      • ApplyDebuffOnHitEffect
      • ArrowEffect
      • BuffEffect
      • BuffEffectInfo
      • FixedDamageOverTimeEffect
      • HealthMeteoriteAllEffect
      • HealthStealEffect
      • IAttackEffect
      • MeleeEffect
      • MeteoriteEffect
      • OnHitEffect
      • Projectile
      • RangedEffect
      • SimpleBuffEffect
      • SwordEffect
      • VariableDamageOverTimeEffect
    • Stats
      • CharacterStats
      • CharacterStats.CharacterStat
      • ItemModificator
      • StatModificator
      • StatsModificator
      • StatsModificator.ModificatorType
      • Trait
      • TraitOption
      • TraitOption.TraitTarget
    • Utility
      • AutoBattleSettings
      • ReadOnlyAttribute
      • UIUtility

    Class Battle

    Main class of the framework. Controls the battle phase and the interface. Contains the references to all the main systems.

    Inheritance
    Object
    Battle
    Namespace: AutoBattleFramework.BattleBehaviour
    Assembly: cs.temp.dll.dll
    Syntax
    public class Battle : MonoBehaviour

    Fields

    ApplyTeam2TraitModificators

    If the enemy team also applies trait modificators to their members. Used only in single player for the enemy traits.

    Declaration
    public bool ApplyTeam2TraitModificators
    Field Value
    Type Description
    Boolean

    characterCountText

    Text containing the number of characters in play and the maximum number of characters on the battlefield.

    Declaration
    public TMPro.TextMeshProUGUI characterCountText
    Field Value
    Type Description
    TMPro.TextMeshProUGUI

    characterStatsUI

    The interface describing the stats of the selected character.

    Declaration
    public CharacterStatsUI characterStatsUI
    Field Value
    Type Description
    CharacterStatsUI

    damagePrefab

    Declaration
    public DamagePopup damagePrefab
    Field Value
    Type Description
    DamagePopup

    EffectColor

    Default color of the effect damage recieved.

    Declaration
    public Color EffectColor
    Field Value
    Type Description
    Color

    fusionManager

    The fusion manager. When a new character is added to a team or a bench, it checks if fusions are available, and if so, performs the merge.

    Declaration
    public FusionManager fusionManager
    Field Value
    Type Description
    FusionManager

    grid

    Declaration
    public BattleGrid grid
    Field Value
    Type Description
    BattleGrid

    InitialCharacters

    Number of characters that the player can place in play at the start of the game.

    Declaration
    public int InitialCharacters
    Field Value
    Type Description
    Int32

    ItemBenches

    List of player item benches. In single player mode, the first index corresponds to the player's bench, and the second to the enemy's bench. In multiplayer, The first in the list will belong to player 1, the second to player 2 and so on.

    Declaration
    public List<Bench> ItemBenches
    Field Value
    Type Description
    List<Bench>

    itemDescriptionUI

    The interface describing the stats of the selected item.

    Declaration
    public ItemDescriptionUI itemDescriptionUI
    Field Value
    Type Description
    ItemDescriptionUI

    KeepSeedWhenUsingBackup

    Keep the same seed when a backup is used, so the same GameActors are displayed in the store.

    Declaration
    public bool KeepSeedWhenUsingBackup
    Field Value
    Type Description
    Boolean

    losePanel

    Panel displayed when losing a round.

    Declaration
    public Image losePanel
    Field Value
    Type Description
    Image

    MagicDamageColor

    Color of the magic damage recieved.

    Declaration
    public Color MagicDamageColor
    Field Value
    Type Description
    Color

    PhysicalDamageColor

    Color of the physical damage recieved.

    Declaration
    public Color PhysicalDamageColor
    Field Value
    Type Description
    Color

    Seed

    Declaration
    public string Seed
    Field Value
    Type Description
    String

    SellZones

    List of player item benches. In single player mode, the first index corresponds to the player's bench, and the second to the enemy's bench. In multiplayer, The first in the list will belong to player 1, the second to player 2 and so on.

    Declaration
    public List<SellZone> SellZones
    Field Value
    Type Description
    List<SellZone>

    shopManager

    Declaration
    public ShopManager shopManager
    Field Value
    Type Description
    ShopManager

    stage

    Declaration
    public ScriptableBattleStage stage
    Field Value
    Type Description
    ScriptableBattleStage

    TeamBenches

    List of player character benches. In single player mode, the first index corresponds to the player's bench, and the second to the enemy's bench. In multiplayer, The first in the list will belong to player 1, the second to player 2 and so on.

    Declaration
    public List<Bench> TeamBenches
    Field Value
    Type Description
    List<Bench>

    teams

    Declaration
    public List<TeamData> teams
    Field Value
    Type Description
    List<TeamData>

    TeamTraitListUI

    Declaration
    public List<TraitListUI> TeamTraitListUI
    Field Value
    Type Description
    List<TraitListUI>

    timer

    Timer that controls the time of each battle state. When it reaches zero, the next phase is executed.

    Declaration
    public Timer timer
    Field Value
    Type Description
    Timer

    TraitCheckForDistinctCharacters

    If you want only characters that are different from each other to count towards the trait bonus. Used only in single player. In multiplayer the traits are always checked.

    Declaration
    public bool TraitCheckForDistinctCharacters
    Field Value
    Type Description
    Boolean

    TraitsToCheck

    Declaration
    public List<Trait> TraitsToCheck
    Field Value
    Type Description
    List<Trait>

    TraitsToCheckTeam2

    In single player, the enemy checks his traits using this list. In multiplayer this list is not used.

    Declaration
    public List<Trait> TraitsToCheckTeam2
    Field Value
    Type Description
    List<Trait>

    UIBars

    The parent transform where the HP bars of all characters will be created.

    Declaration
    public Transform UIBars
    Field Value
    Type Description
    Transform

    winPanel

    Panel displayed when wining the game.

    Declaration
    public Image winPanel
    Field Value
    Type Description
    Image

    Properties

    Instance

    Singleton of the Battle.

    Declaration
    public static Battle Instance { get; }
    Property Value
    Type Description
    Battle

    Methods

    CellIsNextOtherCharacterMovement(GameCharacter, GridCell)

    Checks if a cell is the character's immediate next step. This function is used to prevent that two characters cannot move through the same cell at the same time.

    Declaration
    public bool CellIsNextOtherCharacterMovement(GameCharacter character, GridCell gridCell)
    Parameters
    Type Name Description
    GameCharacter character

    Character that checks if another character has the cell as next step.

    GridCell gridCell

    Cell to check if it is the next movement of the GameCharacter.

    Returns
    Type Description
    Boolean

    GetDamageColor(BattleFormulas.DamageType)

    Returns the value of the color depending on the type of damage being inflicted.

    Declaration
    public Color GetDamageColor(BattleFormulas.DamageType damageType)
    Parameters
    Type Name Description
    BattleFormulas.DamageType damageType

    Type of the infringed damage.

    Returns
    Type Description
    Color

    GetMaxCharactersInTeam()

    Returns the maximum number of characters in play for a player.

    Declaration
    public int GetMaxCharactersInTeam()
    Returns
    Type Description
    Int32

    SetBattleOrBenchState(GameCharacter)

    Set the GameCharacter State depending on whether it is on the bench (Benched status) or in play (NoTarget status). If it is in play, adds it to team list.

    Declaration
    public void SetBattleOrBenchState(GameCharacter character)
    Parameters
    Type Name Description
    GameCharacter character

    GameCharacter to assign the State to.

    ToogleList()

    Toogle between the Trait lists of both teams.

    Declaration
    public void ToogleList()

    TraitCheck(List<GameCharacter>, List<GameCharacter>, List<Trait>, TraitListUI, Boolean)

    Checks if a Trait is active in the game and applies the StatModificator from the activated TraitOption to the characters in the team.

    Declaration
    public void TraitCheck(List<GameCharacter> team, List<GameCharacter> benched, List<Trait> traits, TraitListUI traitList, bool changeActivation = true)
    Parameters
    Type Name Description
    List<GameCharacter> team

    Team being checked for trait changes.

    List<GameCharacter> benched

    Benched characters.

    List<Trait> traits

    List of traits to be checked.

    TraitListUI traitList

    Trait list where the traits will be displayed.

    Boolean changeActivation

    Default true. Only check if trait is activated, not applying the effects on characters.

    TryFusion(ShopCharacter)

    Try to perform a fusion of a character.

    Declaration
    public void TryFusion(ShopCharacter scriptableCharacter)
    Parameters
    Type Name Description
    ShopCharacter scriptableCharacter

    Character to fuse.

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