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 métodos 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; }
Property Value
Methods
AddEffect(EffectType)
public void AddEffect(EffectType effect)
Parameters
effect
EffectType
Do(IActionContext)
public bool Do(IActionContext context)
Parameters
context
IActionContext
Returns
IsValid()
public bool IsValid()
Returns
RemoveEffect(EffectType)
public void RemoveEffect(EffectType effect)
Parameters
effect
EffectType
ValidateConstructor()
public void ValidateConstructor()