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    Class Weapon

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    Weapon
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.CompareTag(TagHandle)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    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.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: LobsterFramework.AbilitySystem.WeaponSystem
    Assembly: LobsterFramework.dll
    Syntax
    [RequireComponent(typeof(Collider2D))]
    public class Weapon : MonoBehaviour

    Properties

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    AbilitySetting

    Declaration
    public (Type, string) AbilitySetting { get; }
    Property Value
    Type Description
    (Type, string)
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    AttackSpeed

    Declaration
    public float AttackSpeed { get; }
    Property Value
    Type Description
    float
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    ClashSpark

    Declaration
    public string ClashSpark { get; }
    Property Value
    Type Description
    string
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    DefenseSpeed

    Declaration
    public float DefenseSpeed { get; }
    Property Value
    Type Description
    float
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    DoubleHanded

    Declaration
    public bool DoubleHanded { get; }
    Property Value
    Type Description
    bool
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    Entity

    Declaration
    public Entity Entity { get; set; }
    Property Value
    Type Description
    Entity
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    GMoveSpeedModifier

    Declaration
    public float GMoveSpeedModifier { get; }
    Property Value
    Type Description
    float
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    GRotationSpeedModifier

    Declaration
    public float GRotationSpeedModifier { get; }
    Property Value
    Type Description
    float
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    HMoveSpeedModifier

    Declaration
    public float HMoveSpeedModifier { get; }
    Property Value
    Type Description
    float
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    HRotationSpeedModifier

    Declaration
    public float HRotationSpeedModifier { get; }
    Property Value
    Type Description
    float
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    Head

    Declaration
    public Transform Head { get; }
    Property Value
    Type Description
    Transform
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    HealthDamageReduction

    Declaration
    public float HealthDamageReduction { get; }
    Property Value
    Type Description
    float
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    LMoveSpeedModifier

    Declaration
    public float LMoveSpeedModifier { get; }
    Property Value
    Type Description
    float
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    LRotationSpeedModifier

    Declaration
    public float LRotationSpeedModifier { get; }
    Property Value
    Type Description
    float
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    Name

    Declaration
    public string Name { get; }
    Property Value
    Type Description
    string
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    OnHitDamage

    Declaration
    public Damage OnHitDamage { get; }
    Property Value
    Type Description
    Damage
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    PostureDamageReduction

    Declaration
    public float PostureDamageReduction { get; }
    Property Value
    Type Description
    float
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    Sharpness

    Declaration
    public float Sharpness { get; }
    Property Value
    Type Description
    float
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    State

    Declaration
    public WeaponState State { get; set; }
    Property Value
    Type Description
    WeaponState
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    Tail

    Declaration
    public Transform Tail { get; }
    Property Value
    Type Description
    Transform
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    WeaponType

    Declaration
    public WeaponType WeaponType { get; }
    Property Value
    Type Description
    WeaponType
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    Weight

    Declaration
    public float Weight { get; }
    Property Value
    Type Description
    float

    Methods

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    Disable()

    Disable the weapon collider and reset momentum

    Declaration
    public void Disable()
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    Enable(WeaponState)

    Enable the collider of the weapon and set its weapon state. Momentum will start to accumulate after this. Can only be used after calling On().

    Declaration
    public void Enable(WeaponState state = WeaponState.Attacking)
    Parameters
    Type Name Description
    WeaponState state

    The weapon state to set the weapon to be

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    GetWeaponStat<T>()

    Get the weapon stat of specified type if exists

    Declaration
    public T GetWeaponStat<T>() where T : WeaponStat
    Returns
    Type Description
    T

    The target weapon stat if exists, otherwise null

    Type Parameters
    Name Description
    T

    The type of the weapon stat to be fetched

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    HasWeaponStat(Type)

    Check if the WeaponStat is present on this weapon

    Declaration
    public bool HasWeaponStat(Type type)
    Parameters
    Type Name Description
    Type type

    The type of the WeaponStat being queried

    Returns
    Type Description
    bool

    True if exists, otherwise false

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    HasWeaponStat<T>()

    Check if the WeaponStat is present on this weapon

    Declaration
    public bool HasWeaponStat<T>() where T : WeaponStat
    Returns
    Type Description
    bool

    True if exists, otherwise false

    Type Parameters
    Name Description
    T

    The type of WeaponStat being queried

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    Pause()

    Disable the weapon collider but keep the weapon occupied s.t other offensive abilities cannot override.

    Declaration
    public void Pause()
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    SetOnHitDamage(Damage)

    Declaration
    public void SetOnHitDamage(Damage damage)
    Parameters
    Type Name Description
    Damage damage
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    SetOnHitDamage(float, float)

    Declaration
    public void SetOnHitDamage(float health, float posture)
    Parameters
    Type Name Description
    float health
    float posture

    Events

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    OnEntityHit

    Declaration
    public event Action<Entity> OnEntityHit
    Event Type
    Type Description
    Action<Entity>
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    OnWeaponDeflect

    Declaration
    public event Action OnWeaponDeflect
    Event Type
    Type Description
    Action
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    OnWeaponHit

    Declaration
    public event Action<Weapon> OnWeaponHit
    Event Type
    Type Description
    Action<Weapon>
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