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    • BattleBehaviour
      • BattleBehaviour.Fusion
        • FusionManager
        • GameCharacterFusion
      • Battle
      • BossSize
      • CharacterGroup
      • ScriptableBattlePosition
      • ScriptableBattleStage
      • TeamData
      • BattleBehaviour.Backup
        • BackupState
        • BattleBackup
    • GameActors
      • GameActor
      • GameCharacter
      • 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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    • EditorScripts
      • BattleGridEditor
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    • Formulas
      • BattleFormulas
      • BattleFormulas.DamageType
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      • ApproximateAstarMovement
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    • Multiplayer
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          • NGO_GameCharacter
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          • MP_ConnectionState
          • MP_FightState
          • MP_PreparationState
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        • ClientNetworkTransform
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        • GamingServices
          • GamingServices.RelayHostData
          • GamingServices.RelayJoinData
      • UI
        • NetworkManagerUI
    • Shop
      • ScriptableShopItem
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      • ShopLevelManager
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        • CurrencyUI
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        • ShopUI
        • SpecialAttackDescriptionUI
        • Timer
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        • IShopList
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    • Skills
      • ApplyBuffOnHitEffect
      • ApplyDebuffOnHitEffect
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    • Stats
      • CharacterStats
      • CharacterStats.CharacterStat
      • ItemModificator
      • StatModificator
      • StatsModificator
      • StatsModificator.ModificatorType
      • Trait
      • TraitOption
      • TraitOption.TraitTarget
    • Utility
      • AutoBattleSettings
      • ReadOnlyAttribute
      • UIUtility

    Class FightState

    It allows teams to play against each other, and obtain a winner based on a victory condition.

    Inheritance
    Object
    BattleState
    FightState
    Inherited Members
    BattleState.stage
    BattleState.time
    BattleState.ShowInUI
    BattleState.UIPrefab
    BattleState.BackupStatePlayerTeam(Int32)
    BattleState.BackupStagePlayerTeam(Int32)
    BattleState.ApplyBackupPlayerTeam(Int32)
    Namespace: AutoBattleFramework.BattleBehaviour.States
    Assembly: cs.temp.dll.dll
    Syntax
    public class FightState : BattleState

    Fields

    currencyPerWin

    If the Team wins, the player obtains one unit of currency.

    Declaration
    public int currencyPerWin
    Field Value
    Type Description
    Int32

    HideCells

    Hide the grid cells during the fight.

    Declaration
    public bool HideCells
    Field Value
    Type Description
    Boolean

    loseCondition

    The lose condition of the fight.

    Declaration
    public FightState.LoseCondition loseCondition
    Field Value
    Type Description
    FightState.LoseCondition

    stageFinished

    Declaration
    protected bool stageFinished
    Field Value
    Type Description
    Boolean

    winCondition

    The win condition of the fight.

    Declaration
    public FightState.WinCondition winCondition
    Field Value
    Type Description
    FightState.WinCondition

    Methods

    AllowFieldDrag(GameActor)

    Do not allow any character drag. Item drag is allowed, so items can be equipped while fighting.

    Declaration
    public override bool AllowFieldDrag(GameActor actor)
    Parameters
    Type Name Description
    GameActor actor

    Actor to be dragged.

    Returns
    Type Description
    Boolean

    True if the actor is an Item.

    Overrides
    BattleState.AllowFieldDrag(GameActor)

    CharacterAIUpdate(GameCharacter)

    Moves the character and allows the attack on an enemy.

    Declaration
    public override void CharacterAIUpdate(GameCharacter character)
    Parameters
    Type Name Description
    GameCharacter character
    Overrides
    BattleState.CharacterAIUpdate(GameCharacter)

    CheckLoseCondition()

    Checks if the lose condition has been fullfiled.

    Declaration
    public bool CheckLoseCondition()
    Returns
    Type Description
    Boolean

    True if the player loses.

    CheckWinCondition()

    Checks if the win condition has been fullfiled.

    Declaration
    public bool CheckWinCondition()
    Returns
    Type Description
    Boolean

    True if the player wins.

    OnStageStart()

    Saves the starting position of all characters.

    Declaration
    public override void OnStageStart()
    Overrides
    BattleState.OnStageStart()

    OnTimerFinish()

    When the battle ends, check for the win or lose condition.

    Declaration
    public override void OnTimerFinish()
    Overrides
    BattleState.OnTimerFinish()

    Update()

    Check for win and lose conditions. If one condition is fullfiled, change state.

    Declaration
    public override void Update()
    Overrides
    BattleState.Update()
    In This Article
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