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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 MP_PreparationState

    Allows to instantiate enemies, as well as move and equip ally characters. Use only in multiplayer mode.

    Inheritance
    Object
    MP_PreparationState
    Namespace: AutoBattleFramework.Multiplayer.BattleBehaviour.States
    Assembly: cs.temp.dll.dll
    Syntax
    public class MP_PreparationState : BattleState

    Fields

    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.

    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.

    OnStageStart()

    The player recieves the gold from interestRate, then recieves gold from goldPerRound and shop experience from expPerRound.

    Declaration
    public override void OnStageStart()

    OnTimerFinish()

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

    Declaration
    public override void OnTimerFinish()

    Update()

    Check for trait changes when trades between grid and bench.

    Declaration
    public override void Update()
    In This Article
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