modifier can be applied by ModOP or buff then the system will ask the role or system, if this modifier is enabled then we'll pull the value out of this modifier then the value will be activated in the way they configed
More...
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| enum class | SettingType { UseValue
, EnableBySetting
, DisableBySetting
} |
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| enum class | SettingValueEffect { UseSettingValue
, Multiply
} |
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void | NotifyChange () |
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bool | IsUnlocked () |
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void | Init (string name, bool force=false) |
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void | Save () |
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bool | IsEnabled () |
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void | SetEnabled () |
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void | ResetEnable () |
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void | SetValue (float v) |
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| void | RecoverValue () |
| | recover value state to default More...
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void | Reset () |
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float | GetValue () |
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void | ResetDefaultValueInSetting () |
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string | name |
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bool | hiddenFromUI = false |
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string | dependUnlockItem |
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| SettingType | setting = SettingType.UseValue |
| | define wehere to read value More...
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| SettingValueEffect | valueEffect = SettingValueEffect.UseSettingValue |
| | only affect when enabled by setting More...
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| float | valueInSetting |
| | used when toggle to SettingType.EnableBySetting More...
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float | valueMax |
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float | valueMin |
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float | increseValue = 0.1f |
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modifier can be applied by ModOP or buff then the system will ask the role or system, if this modifier is enabled then we'll pull the value out of this modifier then the value will be activated in the way they configed
◆ RecoverValue()
| void CrossLink.DynamicModifier.RecoverValue |
( |
| ) |
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recover value state to default
◆ setting
| SettingType CrossLink.DynamicModifier.setting = SettingType.UseValue |
define wehere to read value
◆ valueEffect
| SettingValueEffect CrossLink.DynamicModifier.valueEffect = SettingValueEffect.UseSettingValue |
only affect when enabled by setting
◆ valueInSetting
| float CrossLink.DynamicModifier.valueInSetting |
used when toggle to SettingType.EnableBySetting