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CCEffectTimed

SilicDev edited this page Feb 21, 2024 · 1 revision

CCEffectTimed

Class: CCEffectTimed

An effect that runs over a certain timespan

Description

Timed effects affect the game over a period of time and can be paused and resumed.

When creating a timed effect, _start() should be used instead of CCEffect's _trigger()

Note: The methods in this class will not notify Crowd Control of any changes when called manually.

Properties

type name default
float duration 60.0

Methods

type signature
void _pause(effect: CCEffectInstanceTimed) virtual
void _resume(effect: CCEffectInstanceTimed) virtual
void _reset(effect: CCEffectInstanceTimed) virtual
bool _should_be_running() virtual const
EffectResult _start(effect: CCEffectInstanceTimed) virtual
bool _stop(effect: CCEffectInstanceTimed, force: bool = false) virtual
void pause(effect: CCEffectInstanceTimed)
void resume(effect: CCEffectInstanceTimed)
void reset(effect: CCEffectInstanceTimed)
bool should_be_running()
EffectResult start(effect: CCEffectInstanceTimed)
bool stop(effect: CCEffectInstanceTimed, force: bool = false)

Property Descriptions

float duration [default: 60.0] : set_duration(value) setter : get_duration() getter

The duration of this effect.

Method Descriptions

void _pause(effect: CCEffectInstanceTimed) virtual : Virtual override to pause any effects caused by the effect.

void _resume(effect: CCEffectInstanceTimed) virtual : Virtual override to resume the processing of this effect.

void _reset(effect: CCEffectInstanceTimed) virtual : Virtual override to restart this effect.

bool _should_be_running() virtual const : Virtual override to inform the engine if this effect should be running. Timed effects never run while Crowd Control is paused.

EffectResult _start(effect: CCEffectInstanceTimed) virtual : Virtual override to start this effect. Use this to setup anything this effect needs to run.

bool _stop(effect: CCEffectInstanceTimed, force: bool = false) virtual : Virtual override to stop this effect. Use this to perform any cleanup after this effect is done.

void pause(effect: CCEffectInstanceTimed) : Pauses this effect, stopping any effect it had one the game and preventing its timer running.

void resume(effect: CCEffectInstanceTimed) : Resumes this paused effect, reenabling any effects disabled by pause()

void reset(effect: CCEffectInstanceTimed) : Resets this effect, setting the remaining time back to the full duration.

bool should_be_running() : Returns true is this effect should be running.

EffectResult start(effect: CCEffectInstanceTimed) : Starts this effect.

bool stop(effect: CCEffectInstanceTimed, force: bool = false) : Stops this effect, disabling any effects it has on the game. Returns true if it successfully stopped the effect. If force is true the effect should always be stopped.

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