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    • BattleBehaviour
      • BattleBehaviour.Fusion
        • FusionManager
        • GameCharacterFusion
      • Battle
      • BossSize
      • CharacterGroup
      • ScriptableBattlePosition
      • ScriptableBattleStage
      • TeamData
      • BattleBehaviour.Backup
        • BackupState
        • BattleBackup
    • GameActors
      • GameActor
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      • GameCharacter.AIState
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    • States
      • BattleState
      • ChangeStageState
      • FightState
      • FightState.LoseCondition
      • FightState.WinCondition
      • PreparationState
      • ResetSceneState
    • Battlefield
      • BattleGrid
      • BattleGrid.GridType
      • Bench
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      • GridCellEffect
      • SellZone
    • BattleUI
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      • CharacterStatsUI
      • DamagePopup
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      • ShopExpBarUI
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      • TraitDescriptionUI
      • TraitListUI
      • TraitListUI.OrderBy
      • TraitStatsUI
      • TraitUI
    • EditorScripts
      • BattleGridEditor
      • BattlePositionEditor
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      • NFO_GameCharacterEditor
      • NGO_MenuActions
      • ReadOnlyDrawer
    • Formulas
      • BattleFormulas
      • BattleFormulas.DamageType
    • Movement
      • ApproximateAstarMovement
      • ExactAstarMovement
      • IBattleMovement
      • PathFinding2D
    • Multiplayer
      • BattleBehaviour
        • NetworkObjectList
        • StatsStruct
        • GameActors
          • NGO_GameCharacter
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        • Player
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        • States
          • MP_ConnectionState
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          • MP_PreparationState
      • ClientTransform
        • ClientNetworkTransform
      • EditorScripts
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      • GamingServices
        • GamingServices
          • GamingServices.RelayHostData
          • GamingServices.RelayJoinData
      • UI
        • NetworkManagerUI
    • Shop
      • ScriptableShopItem
      • ShopCharacter
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      • ShopItemInfo
      • ShopLevel
      • ShopLevelManager
      • ShopManager
      • ShopGUI
        • CurrencyUI
        • EquippedItemDescriptionUI
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        • 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 ScriptableBattleStage

    Represents the set of sub-states that make up a complete stage.

    Inheritance
    Object
    ScriptableBattleStage
    Namespace: AutoBattleFramework.BattleBehaviour
    Assembly: cs.temp.dll.dll
    Syntax
    public class ScriptableBattleStage : ScriptableObject

    Fields

    stage

    List of sub-states that make up a stage.

    Declaration
    public List<BattleState> stage
    Field Value
    Type Description
    List<BattleState>

    Methods

    GetCurrentIndex()

    Returns the current BattleState index.

    Declaration
    public int GetCurrentIndex()
    Returns
    Type Description
    Int32

    Current BattleState index.

    GetCurrentState()

    Returns the current BattleState

    Declaration
    public BattleState GetCurrentState()
    Returns
    Type Description
    BattleState

    Current BattleState

    InitializeBattleStage(Int32)

    Initialize the variables of the stage.

    Declaration
    public void InitializeBattleStage(int currentStage)
    Parameters
    Type Name Description
    Int32 currentStage

    Index of the current stage. Set to -1 if starting the stage, then call NextState() to start the first state.

    NextState()

    Ends the current BattleState and starts the next one.

    Declaration
    public void NextState()

    PreviousState()

    Go to the previous Battle state.

    Declaration
    public void PreviousState()

    ResetStage()

    Go to the start of the current stage.

    Declaration
    public void ResetStage()
    In This Article
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