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    Namespace LobsterFramework.AbilitySystem

    Classes

    Ability

    Represents an ability in the ability system. Allows multiple instances to be defined. Can be customized via AbilityData inspector.

    AbilityChannel

    Communication channel of the ability. Can be used to control ability behaviors at runtime. When creating a new ability, you must also declare a class named "AbilityName"Channel in the same namespace where "AbilityName" is the name of the ability you're creating. Can be accessed via GetAbilityChannel<T>(string)

    AbilityComponent

    Components that can be attached to ability data objects to run additional logic and host shared data across all abilities

    AbilityConfig

    The configuration of the ability that will appear in the ability inspector. When creating a new ability, you must also declare a class named "AbilityName"Config in the same namespace where "AbilityName" is the name of the ability you're creating.

    AbilityContext

    The runtime context of the ability. Not accessible from outside. When creating a new ability, you must also declare a class named "AbilityName"Context in the same namespace where "AbilityName" is the name of the ability you're creating.

    AbilityCoroutine

    Abilities that must be continously runned across multiple frames

    AbilityCoroutineContext

    Running context of coroutine abilities, subclass contexts need to inherit from this.

    AbilityData

    Defines the set of abilities and ability components an actor can take on. Used as input to AbilityManager.

    AbilityInstanceManagement

    Carries out ability instance execution according to the priorities of the abilities.

    AbilityManager

    Manages running, querying, stopping and interaction with abilities. Takes in an AbilityData as input that defines the set of abilities this actor have access to.

    AbilitySelector

    A serializable ability instance. Can be restricted type via RestrictAbilityTypeAttribute.

    AddAbilityComponentMenuAttribute

    Applied to AbilityComponent to make it visible to editor scripts

    AddAbilityMenuAttribute

    Applied to Ability to make it visible to editor scripts

    DamageModifier

    RequireAbilityComponentsAttribute

    Marks this ability as requiring specified AbilityComponent to run

    RestrictAbilityTypeAttribute

    Applies to AbilitySelector to restrict the set of items available in the menu.

    TargetSetting

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