Class CompositePreDamageContextGameActionSO
- Assembly
- com.electricdrill.astra-health.Runtime.dll
Executes a list of actions. Two authoring models are supported:
- Steps (ElectricDrill.AstraRpgFramework.GameActions.Actions.CompositeGameAction<TContext>._steps) — each ElectricDrill.AstraRpgFramework.GameActions.Actions.CompositeStep<TContext> chooses how it composes with its neighbours (await it, run it alongside the following steps, or fire it and forget it) and may carry a delay. This is the model new assets should use.
- Legacy list (ElectricDrill.AstraRpgFramework.GameActions.Actions.CompositeGameAction<TContext>._actions) — a plain sequential list. Kept so assets authored before steps existed keep deserializing and running unchanged.
[CreateAssetMenu(fileName = "Composite PreDamageContext GameAction", menuName = "Astra Health/Game Actions/Context: PreDamageContext/Composite")]
public sealed class CompositePreDamageContextGameActionSO : CompositeGameAction<PreDamageContext>, IExecutable<PreDamageContext>, ITaggable
- Inheritance
-
objectGameActionBaseGameAction<PreDamageContext>CompositeGameAction<PreDamageContext>CompositePreDamageContextGameActionSO
- Implements
-
IExecutable<PreDamageContext>ITaggable
- Inherited Members
-
GameAction<PreDamageContext>.TagsGameAction<PreDamageContext>.DisplayNameGameAction<PreDamageContext>.ExecuteAsyncForUnityEvent(PreDamageContext)
Remarks
Precedence. If ElectricDrill.AstraRpgFramework.GameActions.Actions.CompositeGameAction<TContext>._actions is non-empty the legacy path runs and ElectricDrill.AstraRpgFramework.GameActions.Actions.CompositeGameAction<TContext>._steps is ignored (with a one-shot warning if both are populated). The inspector prevents reaching that ambiguous state, so the warning is a safety net rather than a normal flow. Otherwise the step path runs.