Class ActionType
Namespace: DiceRolling.Actions
Assembly: dice-rolling.dll
Representa um tipo de ação no jogo, incluindo suas informações, categoria, descrição, ícone, energia necessária, efeitos e configuração de alvo. Esta classe também fornece m étodos para inicializar e gerenciar esses aspectos.
[Tool]
[GlobalClass]
[ScriptPath("res://features/Action/ActionType.cs")]
public class ActionType : IdentifiableResource, IDisposable, IAction\<IActionContext, bool>, IIdentifiable, IActionInformation, IActionAssets, IActionBehavior\<IActionContext, bool>
Inheritance
object ← GodotObject ← RefCounted ← Resource ← IdentifiableResource ← ActionType
Implements
IDisposable,
IAction<IActionContext, bool>,
IIdentifiable,
IActionInformation,
IActionAssets,
IActionBehavior<IActionContext, bool>
Inherited Members
Show/Hide Inherited Members
IdentifiableResource.Id,
IdentifiableResource.GenerateNewIdButton,
IdentifiableResource.GenerateNewId(),
IdentifiableResource._ValidateProperty(Dictionary),
Resource._GetRid(),
Resource._ResetState(),
Resource._SetPathCache(string),
Resource._SetupLocalToScene(),
Resource.TakeOverPath(string),
Resource.SetPathCache(string),
Resource.GetRid(),
Resource.GetLocalScene(),
Resource.SetupLocalToScene(),
Resource.ResetState(),
Resource.SetIdForPath(string, string),
Resource.GetIdForPath(string),
Resource.IsBuiltIn(),
Resource.GenerateSceneUniqueId(),
Resource.EmitChanged(),
Resource.Duplicate(bool),
Resource.EmitSignalChanged(),
Resource.EmitSignalSetupLocalToSceneRequested(),
Resource.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
Resource.HasGodotClassMethod(in godot_string_name),
Resource.HasGodotClassSignal(in godot_string_name),
Resource.ResourceLocalToScene,
Resource.ResourcePath,
Resource.ResourceName,
Resource.ResourceSceneUniqueId,
Resource.Changed,
Resource.SetupLocalToSceneRequested,
RefCounted.InitRef(),
RefCounted.Reference(),
RefCounted.Unreference(),
RefCounted.GetReferenceCount(),
RefCounted.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
RefCounted.HasGodotClassMethod(in godot_string_name),
RefCounted.HasGodotClassSignal(in godot_string_name),
GodotObject.NotificationPostinitialize,
GodotObject.NotificationPredelete,
GodotObject.NotificationExtensionReloaded,
GodotObject.InstanceFromId(ulong),
GodotObject.IsInstanceIdValid(ulong),
GodotObject.IsInstanceValid(GodotObject?),
GodotObject.WeakRef(GodotObject?),
GodotObject.Dispose(),
GodotObject.Dispose(bool),
GodotObject.ToString(),
GodotObject.ToSignal(GodotObject, StringName),
GodotObject._Get(StringName),
GodotObject._GetPropertyList(),
GodotObject._IterGet(Variant),
GodotObject._IterInit(Array),
GodotObject._IterNext(Array),
GodotObject._Notification(int),
GodotObject._PropertyCanRevert(StringName),
GodotObject._PropertyGetRevert(StringName),
GodotObject._Set(StringName, Variant),
GodotObject._ValidateProperty(Dictionary),
GodotObject.Free(),
GodotObject.GetClass(),
GodotObject.IsClass(string),
GodotObject.Set(StringName, Variant),
GodotObject.Get(StringName),
GodotObject.SetIndexed(NodePath, Variant),
GodotObject.GetIndexed(NodePath),
GodotObject.GetPropertyList(),
GodotObject.GetMethodList(),
GodotObject.PropertyCanRevert(StringName),
GodotObject.PropertyGetRevert(StringName),
GodotObject.Notification(int, bool),
GodotObject.GetInstanceId(),
GodotObject.SetScript(Variant),
GodotObject.GetScript(),
GodotObject.SetMeta(StringName, Variant),
GodotObject.RemoveMeta(StringName),
GodotObject.GetMeta(StringName, Variant),
GodotObject.HasMeta(StringName),
GodotObject.GetMetaList(),
GodotObject.AddUserSignal(string, Array),
GodotObject.HasUserSignal(StringName),
GodotObject.RemoveUserSignal(StringName),
GodotObject.EmitSignal(StringName, params Variant[]),
GodotObject.EmitSignal(StringName, ReadOnlySpan<Variant>),
GodotObject.Call(StringName, params Variant[]),
GodotObject.Call(StringName, ReadOnlySpan<Variant>),
GodotObject.CallDeferred(StringName, params Variant[]),
GodotObject.CallDeferred(StringName, ReadOnlySpan<Variant>),
GodotObject.SetDeferred(StringName, Variant),
GodotObject.Callv(StringName, Array),
GodotObject.HasMethod(StringName),
GodotObject.GetMethodArgumentCount(StringName),
GodotObject.HasSignal(StringName),
GodotObject.GetSignalList(),
GodotObject.GetSignalConnectionList(StringName),
GodotObject.GetIncomingConnections(),
GodotObject.Connect(StringName, Callable, uint),
GodotObject.Disconnect(StringName, Callable),
GodotObject.IsConnected(StringName, Callable),
GodotObject.HasConnections(StringName),
GodotObject.SetBlockSignals(bool),
GodotObject.IsBlockingSignals(),
GodotObject.NotifyPropertyListChanged(),
GodotObject.SetMessageTranslation(bool),
GodotObject.CanTranslateMessages(),
GodotObject.Tr(StringName, StringName),
GodotObject.TrN(StringName, StringName, int, StringName),
GodotObject.GetTranslationDomain(),
GodotObject.SetTranslationDomain(StringName),
GodotObject.IsQueuedForDeletion(),
GodotObject.CancelFree(),
GodotObject.EmitSignalScriptChanged(),
GodotObject.EmitSignalPropertyListChanged(),
GodotObject.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
GodotObject.HasGodotClassMethod(in godot_string_name),
GodotObject.HasGodotClassSignal(in godot_string_name),
GodotObject.NativeInstance,
GodotObject.ScriptChanged,
GodotObject.PropertyListChanged,
object.Equals(object?),
object.Equals(object?, object?),
object.GetHashCode(),
object.GetType(),
object.MemberwiseClone(),
object.ReferenceEquals(object?, object?),
object.ToString()
Constructors
ActionType()
public ActionType()
ActionType(string, Category, string?, Texture2D?, Array<DiceEnergy>, Array<EffectType>, TargetBoardType?)
public ActionType(string name, Category category, string? description, Texture2D? icon, Array<DiceEnergy> requiredEnergy, Array<EffectType> effects, TargetBoardType? targetBoard)
Parameters
name
string
category
Category
description
string?
icon
Texture2D?
requiredEnergy
Array<DiceEnergy>
effects
Array<EffectType>
targetBoard
TargetBoardType?
Properties
Category
Categoria da ação.
[Export(PropertyHint.None, "")]
public Category? Category { get; set; }
Property Value
Description
Descrição da ação.
[Export(PropertyHint.MultilineText, "")]
public string? Description { get; set; }
Property Value
Effects
[Export(PropertyHint.None, "")]
public Array<EffectType> Effects { get; set; }
Property Value
Array<EffectType>
Icon
[ExportGroup("🪵 Assets", "")]
[Export(PropertyHint.None, "")]
public Texture2D? Icon { get; set; }
Property Value
Texture2D?
IconPath
public string? IconPath { get; }
Property Value
Name
Nome da ação.
[ExportGroup("📝 Information", "")]
[Export(PropertyHint.None, "")]
public string Name { get; set; }
Property Value
RequiredEnergy
[ExportGroup("🎭 Behavior", "")]
[Export(PropertyHint.None, "")]
public Array<DiceEnergy> RequiredEnergy { get; set; }
Property Value
Array<DiceEnergy>
TargetBoard
[Export(PropertyHint.None, "")]
public TargetBoardType? TargetBoard { get; set; }