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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
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      • 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 GameActor

    A GameActor can be purchased through the shop and placed on the Grid. For example, a character or an equipable item.

    Inheritance
    Object
    GameActor
    GameCharacter
    GameItem
    Namespace: AutoBattleFramework.BattleBehaviour.GameActors
    Assembly: cs.temp.dll.dll
    Syntax
    public abstract class GameActor : NetworkBehaviour

    Fields

    CanBeMoved

    If the character can be moved by the player.

    Declaration
    public bool CanBeMoved
    Field Value
    Type Description
    Boolean

    CanBeSold

    Declaration
    public bool CanBeSold
    Field Value
    Type Description
    Boolean

    CurrentDragCell

    If the item is being dragged, the cell where is being dragged to.

    Declaration
    public GridCell CurrentDragCell
    Field Value
    Type Description
    GridCell

    CurrentGridCell

    Declaration
    public GridCell CurrentGridCell
    Field Value
    Type Description
    GridCell

    ForceRepath

    The item NavMeshAgent needs to find a new path.

    Declaration
    public bool ForceRepath
    Field Value
    Type Description
    Boolean

    info

    Purchase information.

    Declaration
    public ScriptableShopItem info
    Field Value
    Type Description
    ScriptableShopItem

    isDragged

    Character is being dragged.

    Declaration
    protected bool isDragged
    Field Value
    Type Description
    Boolean

    PreviousCell

    The cell previously occupied.

    Declaration
    public GridCell PreviousCell
    Field Value
    Type Description
    GridCell

    SellFor

    Amount of currency for which it can be sold.

    Declaration
    public int SellFor
    Field Value
    Type Description
    Int32

    Properties

    networkObject

    Declaration
    protected NetworkObject networkObject { get; }
    Property Value
    Type Description
    NetworkObject

    Methods

    AfterBought()

    Method called after the items has been bought

    Declaration
    public abstract void AfterBought()

    Buy(GameActor)

    Instantiates the object when the player buys it in the store.

    Declaration
    public abstract GameActor Buy(GameActor shopItem)
    Parameters
    Type Name Description
    GameActor shopItem

    Item bought

    Returns
    Type Description
    GameActor

    The instantiated bought item

    GetCurrentCell()

    Gets the cell currently occupied by the item and stores it in CurrentGridCell.

    Declaration
    public void GetCurrentCell()

    getInitialPosition()

    Returns the AutoBattleFramework.BattleBehaviour.GameActors.GameActor.initialPosition

    Declaration
    protected Vector3 getInitialPosition()
    Returns
    Type Description
    Vector3

    The initial position

    GetTeamIndex()

    Get the team index. In single player always returns 0.

    Declaration
    protected virtual int GetTeamIndex()
    Returns
    Type Description
    Int32

    IsBeingDragged()

    Returns true if the item is being dragged.

    Declaration
    public bool IsBeingDragged()
    Returns
    Type Description
    Boolean

    The dragging status

    OnDragObjectAction()

    Action invoked when the object is being dragged.

    Declaration
    public abstract void OnDragObjectAction()

    OnMouseDownAction()

    Action invoked when the mouse is held down.

    Declaration
    public abstract void OnMouseDownAction()

    OnMouseDrag()

    When the object is being dragged, the OnDragObjectAction() method is invoked.

    Declaration
    public void OnMouseDrag()

    OnMouseOver()

    When the mouse is over the object, the OnMouseOverAction() is invoked.

    Declaration
    public void OnMouseOver()

    OnMouseOverAction()

    Action invoked when the mouse is over the object.

    Declaration
    public abstract void OnMouseOverAction()

    OnMouseUpAction()

    Action invoked when the mouse is no longer pressed.

    Declaration
    public abstract void OnMouseUpAction()

    Sell()

    Removes the item from the game when the player decides to sell it.

    Declaration
    public abstract void Sell()

    SellAttempt()

    Method called when an item is dragged to the SellZone. Used to show a warning that the item will be sold.

    Declaration
    public virtual void SellAttempt()

    SellAttemptCancel()

    Method called when an item is dragged out of the SellZone.

    Declaration
    public virtual void SellAttemptCancel()

    ShowUI(Boolean)

    Displays or hide the UI associated.

    Declaration
    public abstract GameObject ShowUI(bool show)
    Parameters
    Type Name Description
    Boolean show

    Show or hide the UI

    Returns
    Type Description
    GameObject

    The GameObject of the UI

    In This Article
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