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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 GameCharacter

    Game character that can move and battle with other characters.

    Inheritance
    Object
    GameActor
    GameCharacter
    Inherited Members
    GameActor.CanBeSold
    GameActor.SellFor
    GameActor.info
    GameActor.CurrentGridCell
    GameActor.CurrentDragCell
    GameActor.CanBeMoved
    GameActor.PreviousCell
    GameActor.ForceRepath
    GameActor.isDragged
    GameActor.networkObject
    GameActor.getInitialPosition()
    GameActor.OnMouseDrag()
    GameActor.OnMouseOver()
    GameActor.SellAttempt()
    GameActor.SellAttemptCancel()
    GameActor.IsBeingDragged()
    GameActor.GetCurrentCell()
    GameActor.GetTeamIndex()
    Namespace: AutoBattleFramework.BattleBehaviour.GameActors
    Assembly: cs.temp.dll.dll
    Syntax
    public class GameCharacter : GameActor

    Fields

    agent

    Reference to the navigation agent.

    Declaration
    public NavMeshAgent agent
    Field Value
    Type Description
    NavMeshAgent

    animator

    Reference to the character animator.

    Declaration
    public Animator animator
    Field Value
    Type Description
    Animator

    attackEffect

    Declaration
    public IAttackEffect attackEffect
    Field Value
    Type Description
    IAttackEffect

    BuffList

    List of the BuffEffect being applied on the character.

    Declaration
    public List<BuffEffectInfo> BuffList
    Field Value
    Type Description
    List<BuffEffectInfo>

    currentPath

    List of GridCells that the character should follow to reach TargetGridCell.

    Declaration
    public List<GridCell> currentPath
    Field Value
    Type Description
    List<GridCell>

    CurrentStats

    The stats currently in use during a battle.

    Declaration
    public CharacterStats CurrentStats
    Field Value
    Type Description
    CharacterStats

    EnemyShootingPoint

    If recieving a Projectile, where should it aim to.

    Declaration
    public Transform EnemyShootingPoint
    Field Value
    Type Description
    Transform

    FaceEnemyTime

    Time to look at the enemy.

    Declaration
    public float FaceEnemyTime
    Field Value
    Type Description
    Single

    HealthBarPrefab

    Prebab of the health bar.

    Declaration
    public CharacterHealthUI HealthBarPrefab
    Field Value
    Type Description
    CharacterHealthUI

    InitialStats

    Initials stats before a battle. Makes a save point of the character's statistics between rounds.

    Declaration
    public CharacterStats InitialStats
    Field Value
    Type Description
    CharacterStats

    itemModificators

    List of itemModificator of items attached to the character.

    Declaration
    public List<ItemModificator> itemModificators
    Field Value
    Type Description
    List<ItemModificator>

    OffsetDamagePosition

    Offset from UIBarPosition, where the damage will be shown.

    Declaration
    public Vector3 OffsetDamagePosition
    Field Value
    Type Description
    Vector3

    OriginalStats

    Original stats of the character. Stats of the character without any StatsModificator.

    Declaration
    public CharacterStats OriginalStats
    Field Value
    Type Description
    CharacterStats

    ProjectileShootingPoint

    If the attackEffect shoots a Projectile, the point where the projectile should spawn.

    Declaration
    public Transform ProjectileShootingPoint
    Field Value
    Type Description
    Transform

    SpecialAttackEffect

    Declaration
    public IAttackEffect SpecialAttackEffect
    Field Value
    Type Description
    IAttackEffect

    StartingFightPosition

    World position of the character before starting FightState.

    Declaration
    public Vector3 StartingFightPosition
    Field Value
    Type Description
    Vector3

    State

    Declaration
    public GameCharacter.AIState State
    Field Value
    Type Description
    GameCharacter.AIState

    TargetEnemy

    The current enemy target of the character.

    Declaration
    public GameCharacter TargetEnemy
    Field Value
    Type Description
    GameCharacter

    TargetGridCell

    The GridCell where the character should go.

    Declaration
    public GridCell TargetGridCell
    Field Value
    Type Description
    GridCell

    TraitModificators

    List of modificator being applied to the character.

    Declaration
    public List<StatsModificator> TraitModificators
    Field Value
    Type Description
    List<StatsModificator>

    traits

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

    UIBarPosition

    Declaration
    public Transform UIBarPosition
    Field Value
    Type Description
    Transform

    Properties

    DamageVisualOnly

    The damage done by this character is only visual. It does not do damage or activate effects. In single player, the damage can�t be visual only.

    Declaration
    public virtual bool DamageVisualOnly { get; }
    Property Value
    Type Description
    Boolean

    Methods

    AfterBought()

    Perform a fusion check after being bought

    Declaration
    public override void AfterBought()
    Overrides
    GameActor.AfterBought()

    ApplyTraitsToNewCharacter(List<Trait>)

    Apply the traits effects to a recently bought character.

    Declaration
    public void ApplyTraitsToNewCharacter(List<Trait> traits)
    Parameters
    Type Name Description
    List<Trait> traits

    List of traits.

    Attack()

    Method that is triggered from the animation event. Performs a basic attack.

    Declaration
    public virtual void Attack()

    Buy(GameActor)

    Buys a character and places it on the Bench if there is enough space in it.

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

    Game character that will be bought.

    Returns
    Type Description
    GameActor

    Bought character.

    Overrides
    GameActor.Buy(GameActor)

    CancelDrag()

    Cancel the drag effect on the character.

    Declaration
    public void CancelDrag()

    ChangeState(GameCharacter.AIState)

    Change the state of the character and sets the animator variables.

    Declaration
    public void ChangeState(GameCharacter.AIState state)
    Parameters
    Type Name Description
    GameCharacter.AIState state

    State of the character.

    CreateDamagePopup(String, Color)

    Creates a text that shows the damage infringed to another character.

    Declaration
    public virtual DamagePopup CreateDamagePopup(string text, Color color)
    Parameters
    Type Name Description
    String text

    Number of the damage infringed.

    Color color

    Color of the text.

    Returns
    Type Description
    DamagePopup

    Damage text

    FaceTarget()

    Make the character look at the current enemy.

    Declaration
    public void FaceTarget()

    GetClosestCellDifferentToCurrent()

    Returns the cell closest to the current CurrentGridCell, but different from the CurrentGridCell.

    Declaration
    public GridCell GetClosestCellDifferentToCurrent()
    Returns
    Type Description
    GridCell

    Cell closest to the current cell, but different from the current cell.

    GetDamageColor(BattleFormulas.DamageType)

    Get the color of the damage.

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

    Type of damage infringed.

    Returns
    Type Description
    Color

    Color of the text damage.

    InAttackRange()

    Check if the character is in range from its current enemy.

    Declaration
    public bool InAttackRange()
    Returns
    Type Description
    Boolean

    If the character is in range from its current enemy.

    MoveCharacterTo(GridCell)

    Force the movement of a character to a given cell.

    Declaration
    protected virtual void MoveCharacterTo(GridCell cell)
    Parameters
    Type Name Description
    GridCell cell

    Cell where the character will move.

    NextMoveCell()

    Returns the next cell where the character will move to.

    Declaration
    public GridCell NextMoveCell()
    Returns
    Type Description
    GridCell

    Next cell where the character will move to

    OnDestroy()

    Destroy the health bar when the character is destroyed.

    Declaration
    public override void OnDestroy()

    OnDragObjectAction()

    Allows the movement of the character between cells.

    Declaration
    public override void OnDragObjectAction()
    Overrides
    GameActor.OnDragObjectAction()

    OnMouseDownAction()

    Start the drag.

    Declaration
    public override void OnMouseDownAction()
    Overrides
    GameActor.OnMouseDownAction()

    OnMouseOverAction()

    When right click, show the character UI.

    Declaration
    public override void OnMouseOverAction()
    Overrides
    GameActor.OnMouseOverAction()

    OnMouseUpAction()

    Allows an character, to be moved within the TeamBenches, within the teams inside the battle grid, or to exchange its position with that of another character. In Android, if the character is dragged to the same cell, shows the description of the character.

    Declaration
    public override void OnMouseUpAction()
    Overrides
    GameActor.OnMouseUpAction()

    Sell()

    the character and gain currency.

    Declaration
    public override void Sell()
    Overrides
    GameActor.Sell()

    SetVariablesOnSpawn(GameCharacter, IPlayer)

    When spawned, apply traits, set state, and rotation.

    Declaration
    protected virtual void SetVariablesOnSpawn(GameCharacter character, IPlayer player = null)
    Parameters
    Type Name Description
    GameCharacter character

    Character spawned.

    IPlayer player

    Multiplayer only. Player prefab in multiplayer.

    ShowUI(Boolean)

    Shows the CharacterStatsUI that describes the character stats.

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

    Show or hide the UI

    Returns
    Type Description
    GameObject

    GameObject of the CharacterStatsUI.

    Overrides
    GameActor.ShowUI(Boolean)

    ShowUIBar(Boolean)

    Show or hide the AutoBattleFramework.BattleBehaviour.GameActors.GameCharacter.HealthBarInstance.

    Declaration
    public void ShowUIBar(bool value)
    Parameters
    Type Name Description
    Boolean value

    Show or hide the bar.

    SpecialAttack()

    Method that is activated from the animation event once the Energy reaches its maximum. Performs a special attack.

    Declaration
    public virtual void SpecialAttack()

    Start()

    Declaration
    protected void Start()

    SwapCharactersInCells(GridCell, GridCell)

    Swap the position of two characters in the BattleGrid.

    Declaration
    protected void SwapCharactersInCells(GridCell c1, GridCell c2)
    Parameters
    Type Name Description
    GridCell c1

    Cell of the first character.

    GridCell c2

    Cell of the second character.

    UnequipItemModificator(Int32)

    Unequips an item's modifier.

    Declaration
    public virtual void UnequipItemModificator(int itemModificatorIndex)
    Parameters
    Type Name Description
    Int32 itemModificatorIndex

    Index of the item modificator.

    Update()

    Declaration
    protected virtual void Update()
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