SkillNode
A container that stores skill data and connections.
Properties
Name | Description | Type |
---|---|---|
positionIndex | The position index of the node. | int |
graphReference | The reference of the graph that this connection is a part of. | SkillGraph |
key | A key that can be used to get the node in-game. | string |
displayName | The name of the skill that should be displayed in-game. | string |
description | The description of the skill. This should explain what the skill does. | string |
skillTypeIndex | The index of the skill type. | int |
lockedSprite | The sprite to use when the skill is locked. | string |
unlockedSprite | The sprite to use when the skill is unlocked. | string |
obtainedSprite | The sprite to use when the skill is obtained. | string |
currentLevel | The current skill level. | int |
maxLevel | The max skill level. | int |
playerLevelRequirement | The level of the player required for this skill node to become unlocked. | int |
treeTotalPointsSpentRequirement | The number of points required to be spent on this skill's skill tree for this skill to become unlocked. | int |
cooldown | The cooldown of this skill. | float |
duration | How long this skill should last. | float |
windupDuration | The skill windup length. | float |
isEffectOverTime | If this skill runs an effect per second. | bool |
effectDuration | The length of the effect. | float |
range | The range of this skill. | float |
speed | The speed of this skill. | float |
cost | The cost (mana/energy) of the skill. | float |
isSingleTarget | If this skill is single target. | bool |
isCancelable | If this skill can be canceled. | bool |
uniqueShape | The unique shape type of this node. | SkillNode.Shape |
uniqueSize | The unique size of this node. | float |
isUnique | If this node is unique. | bool |
state | The current state of the node. | SkillNode.State |
isPlayerSkill | If this skill belongs to the player. | bool |
stats | A list of skill stats. | List<UpgradableStat> |
isLocked | If this skill is locked. | bool |
isObtained | If this skill has been obtained. | bool |
isMaxed | If this skill is maxed out. | bool |
levelDisplayString | A simple string that displays the current and max level. | string |
Methods
GetSkillType
Return Type: string
Gets the skill type.
GetSprite
Return Type: Sprite
Gets the sprite based on the skill state.
GetStat
Return Type: UpgradableStat
Gets a stat by name.
Parameters
Name | Description | Type |
---|---|---|
name | The name of the stat. | string |
GetStat
Return Type: UpgradableStat
Gets a stat by index.
Parameters
Name | Description | Type |
---|---|---|
index | The index of the stat. | int |
CreateSavableNode
Return Type: SavableSkillGraph.SavableSkillNode
Creates and returns a SavableSkillNode from this skill.
IsValid
Return Type: bool
Checks if the node data has been correctly set.
GetInterpolatedDescription
Return Type: string
Gets the description with variable interpolation.
GetInterpolatedText
Return Type: string
Gets the text with variable interpolation related to this skill.
Parameters
Name | Description | Type |
---|---|---|
original | The original text. | string |
RequiresConnectionsToUnlock
Return Type: bool
Checks whether this skill has connection unlock requirements.
HasObtainedConnections
Return Type: bool
If this skill has any connection to other skills that are obtained.
TryUnlock
Return Type: bool
Tries to unlock this node. Unlocked nodes are upgradeable. Skills cannot be unlocked if the player doesn't meet the level requirement, no obtained skill leads to this skill through a connection, or if enough required skill points haven't been spent on skills in a specific skill tree. Returns true if successfully unlocked. Otherwise, false.
Parameters
Name | Description | Type |
---|---|---|
withoutNotify | If events should not be invoked. Default: false. | bool |
TryUnlockAllThroughConnections
Tries to unlock all skills that are connected to this skill. Nothing will happen if this skill is not obtained.
TryUpgrade
Return Type: bool
Increases the skill level by an amount if possible. Returns true if successfully upgraded. Otherwise, false.
Parameters
Name | Description | Type |
---|---|---|
amount | The amount to increase by. Default: 1. | int |
withoutNotify | If events should not be invoked. Default: false. | bool |
TryDowngrade
Return Type: bool
Decreases the skill level by an amount if possible. Returns true if successfully downgraded. Otherwise, false.
Parameters
Name | Description | Type |
---|---|---|
amount | The amount to increase by. Default: 1. | int |
withoutNotify | If events should not be invoked. Default: false. | bool |
Deplete
Completely removes all upgrades.
Parameters
Name | Description | Type |
---|---|---|
withoutNotify | If events should not be invoked. Default: false. | bool |
SetStatLevels
Sets the level of all stats to the current skill level.
RecalculateStats
Recalculates all stats.
CopyData
Entirely copies the data of another skill node.
Parameters
Name | Description | Type |
---|---|---|
other | The other skill node. | SkillNode |
CopyData
Copies the data from a savable skill node.
Parameters
Name | Description | Type |
---|---|---|
savable | A savable skill node. | SavableSkillGraph.SavableSkillNode |
CreateCopy
Return Type: SkillNode
Creates a copy of a skill node.
Parameters
Name | Description | Type |
---|---|---|
original | The skill node to copy. | SkillNode |
Enums
Shape
Supported skill node shape types.
Name | Description |
---|---|
Square | Use a square shape. |
Squircle | Use a squircle shape. |
Circle | Use a circle shape. |
State
Skill node states.
Name | Description |
---|---|
Locked | If the node is locked. |
Unlocked | If the node is unlocked. |
Obtained | If the node is obtained. |
Maxed | If the node's level is maxed. |
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