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

    Enum FightState.WinCondition

    The type of victory condition:
    More Character Alive: Team 1 wins if the timer reaches zero and has more members alive than Team 2.
    More Total HP: Team 1 wins if the timer reaches zero and the sum of the current Health of all his alive members is greater than Team 2.
    More Percentual HP: Team 1 wins If the timer reaches zero and has more percentage Health than team 2.
    Survive: Team 1 wins if the timer reaches zero and there is at least one alive character.
    KillAll: Team 1 wins if the timer reaches zero and all characters in Team2 are dead.

    Namespace: AutoBattleFramework.BattleBehaviour.States
    Assembly: cs.temp.dll.dll
    Syntax
    public enum WinCondition

    Fields

    Name Description
    KillAll
    MoreCharactersAlive
    MorePercentualHP
    MoreTotalHP
    Survive
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