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    Class Guard

    Inheritance
    object
    Object
    ScriptableObject
    Ability
    AbilityCoroutine
    WeaponAbility
    Guard
    Inherited Members
    Ability.DefaultAbilityInstance
    Ability.ExecutionPriority
    Ability.IsRunning(string)
    Ability.IsReady(string)
    Ability.HasInstance(string)
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: LobsterFramework.AbilitySystem.WeaponSystem
    Assembly: LobsterFramework.dll
    Syntax
    [AddAbilityMenu("LobsterFramework")]
    [WeaponArt(new WeaponType[] { }, BlackList = true)]
    [WeaponAnimation(typeof(Guard.GuardAnimations))]
    [RequireComponentReference(typeof(MovementController))]
    public sealed class Guard : WeaponAbility

    Methods

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    Coroutine()

    The body of the ability execution, replaces Action() method

    Declaration
    protected override IEnumerable<CoroutineOption> Coroutine()
    Returns
    Type Description
    IEnumerable<CoroutineOption>

    A value indicating whether to continue, pause, wait for other coroutine. For more info, check out CoroutineOption

    Overrides
    AbilityCoroutine.Coroutine()
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    InitWeaponAbilityReferences()

    Replaces InitializeSharedReferences()

    Declaration
    protected override void InitWeaponAbilityReferences()
    Overrides
    WeaponAbility.InitWeaponAbilityReferences()
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    OnCoroutineReset()

    Called when Reset is yielded by Coroutine()

    Declaration
    protected override void OnCoroutineReset()
    Overrides
    AbilityCoroutine.OnCoroutineReset()
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    OnSignaled()

    Signal handler for user event.

    Declaration
    protected override void OnSignaled()
    Overrides
    Ability.OnSignaled()
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    OnSignaled(AnimationEvent)

    Signal handler for animation event.

    Declaration
    protected override void OnSignaled(AnimationEvent animationEvent)
    Parameters
    Type Name Description
    AnimationEvent animationEvent
    Overrides
    Ability.OnSignaled(AnimationEvent)
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    OnWeaponAbilityEnqueue()

    Replaces OnCoroutineEnqueue()

    Declaration
    protected override void OnWeaponAbilityEnqueue()
    Overrides
    WeaponAbility.OnWeaponAbilityEnqueue()
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    OnWeaponAbilityFinish()

    Repalces OnCoroutineFinish()

    Declaration
    protected override void OnWeaponAbilityFinish()
    Overrides
    WeaponAbility.OnWeaponAbilityFinish()
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    WeaponAbilityReady()

    Use this to implement custom weapon ability rules, replaces ConditionSatisfied()

    Declaration
    protected override bool WeaponAbilityReady()
    Returns
    Type Description
    bool

    true if the ability is ready, otherwise false

    Overrides
    WeaponAbility.WeaponAbilityReady()
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