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UnityEffectBase

Inherits MonoBehaviour

Public Member Functions

void

Initialize()

Initializes the effect by setting up any necessary state or configuration. This method should be called before using the effect to ensure it is properly configured.

WebSocket.EffectResponse

StartEffect(EffectRequest request)

Documentation inherited from IEffect.Start.

WebSocket.EffectResponse?

TickEffect(EffectRequest request)

Documentation inherited from IEffect.Tick.

WebSocket.EffectResponse?

PauseEffect(EffectRequest request)

Documentation inherited from IEffect.Pause.

WebSocket.EffectResponse?

ResumeEffect(EffectRequest request)

Documentation inherited from IEffect.Resume.

WebSocket.EffectResponse?

StopEffect(EffectRequest request)

Documentation inherited from IEffect.Stop.

JObject

ToJObject()

UnityEffectBase

Clone(string newEffectID)

Clones the current effect instance with a new effect ID. A new instance of UnityEffectBase is returned with the specified effect ID. This method should not be called directly. Use the CrowdControlBehavior.CloneEffect method instead.

Private Functions

ICloneableEffect

ICloneableEffect.Clone(string[] newEffectIDs)

Documentation inherited from ICloneableEffect.Clone(string[]). This method should not be called directly. Use the CrowdControlBehavior.CloneEffect method instead.

Protected Functions

void

Awake()

Unity lifecycle method. Initializes the effect when the GameObject is first loaded. This ensures that the effect is ready to handle requests as soon as it becomes active in the scene.

Public Attributes

string

EffectID

The primary effect ID associated with this effect.

string

Name

The display name associated with this effect.

string

Description

A human-readable description of what the effect does.

int

DefaultPrice

The default price of the effect in Crowd Control coins. This is used for menu file generation and has no impact on actual pricing in the service.

string[]

Conflicts

All conflicting effect IDs. If any listed effect is running, this effect will be rejected.

Morality

Morality

The moral alignment of the effect.

Orderliness

Orderliness

How orderly or chaotic the result of the effect is.

int

DefaultDuration

The default duration of the effect in seconds.

uint

MaxQuantity

Gets the maximum allowed quantity for this effect, if applicable. A value of 1 or less indicates a non-quantity effect.

bool

CustomEffect

Gets a value indicating whether the effect is custom and needs to be loaded dynamically.

ParameterDef[]?

Parameters

Gets the collection of parameter types associated with this instance.

Properties

bool

IsTimed

[get, ]

Gets a value indicating whether the effect is time-based and thus supports ticking.

bool

HasQuantity

[get, ]

Gets a value indicating whether the effect has quantity.

bool

HasParameters

[get, ]

Gets a value indicating whether the effect has parameters.

string

DisplayName

[get, ]

Gets the display name of the effect, with any metadata placeholders replaced by their corresponding values.

WebSocket.CrowdControl

CrowdControl

[get, ]

Gets the owning Crowd Control instance.

CrowdControlBehavior

CrowdControlBehavior

[get, ]

Gets the Crowd Control behavior component that provides access to game state and configuration.