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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 PreparationState

    Allows to instantiate enemies, as well as move and equip ally characters.

    Inheritance
    Object
    BattleState
    PreparationState
    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 PreparationState : BattleState

    Fields

    battlePositions

    Positions where characters belonging to the enemy team, the second position of teams, will be spawned.

    Declaration
    public List<ScriptableBattlePosition> battlePositions
    Field Value
    Type Description
    List<ScriptableBattlePosition>

    expPerRound

    Experience that the player wins at the start of this state.

    Declaration
    public int expPerRound
    Field Value
    Type Description
    Int32

    goldPerRound

    Gold that the player wins at the start of this state.

    Declaration
    public int goldPerRound
    Field Value
    Type Description
    Int32

    interestRate

    Percentage of interest that the player will earn by accumulating money. For example, if he has 50 units of currency and the interest percentage is 0.1, he will earn 5 additional units.

    Declaration
    public float interestRate
    Field Value
    Type Description
    Single

    Methods

    AllowFieldDrag(GameActor)

    All characters and items can be moved in this state.

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

    Actor to be dragged.

    Returns
    Type Description
    Boolean

    True, all characters and items should be allowed to be moved.

    Overrides
    BattleState.AllowFieldDrag(GameActor)

    CharacterAIUpdate(GameCharacter)

    The characters will stand still in this state.

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

    Character to be updated.

    Overrides
    BattleState.CharacterAIUpdate(GameCharacter)

    OnStageStart()

    The player recieves the gold from interestRate, then recieves gold from goldPerRound and shop experience from expPerRound.
    Spawns the enemy team members in the positions set by battlePositions.

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

    OnTimerFinish()

    When the timer reaches zero, go to the next state.

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

    Update()

    Check for trait changes when trades between grid and bench.

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