Table of Contents

Class EntityAttributes

Namespace
ElectricDrill.AstraRpgFramework.Attributes
Assembly
com.electricdrill.astra-rpg-framework.Runtime.dll

Manages the attributes of an entity. This component calculates attribute values by combining base values, flat modifiers, percentage modifiers, and spent attribute points. It requires an ElectricDrill.AstraRpgFramework.Attributes.EntityAttributes.EntityCore component on the same GameObject.

[DisallowMultipleComponent]
[RequireComponent(typeof(EntityCore))]
public class EntityAttributes : MonoBehaviour, IHasAttributeSet, IValueProvider<AttributeSO, long>, IAttributeReader, IValueContainer<AttributeSO>, IHasEntity, IEventRegistrar
Inheritance
object
EntityAttributes
Implements
Extension Methods

Properties

AttributeSet

Gets the AttributeSet used by this entity. The source of the attribute set depends on whether UseBaseAttributesFromClass is true. If true, it returns the attribute set from the EntityClass. Otherwise, it returns the ElectricDrill.AstraRpgFramework.Attributes.EntityAttributes._fixedBaseAttributeSet.

public virtual AttributeSetSO AttributeSet { get; }

Property Value

AttributeSetSO

AvailableAttributePoints

Gets the number of attribute points currently available to spend.

public int AvailableAttributePoints { get; }

Property Value

int

BonusAttributePoints

Gets the number of bonus attribute points granted outside of leveling (e.g. from items or quests). Unlike level points, these survive level-down and re-spec.

public int BonusAttributePoints { get; }

Property Value

int

EntityClass

Gets the class for this entity. The class is used to determine base attributes when ElectricDrill.AstraRpgFramework.Attributes.EntityAttributes._useBaseAttributesFromClass is true.

public IClassSource EntityClass { get; }

Property Value

IClassSource

FixedAttributeValuesAsset

Gets or sets the asset-backed fixed attribute source used when UseFixedAttributeValuesAsset is true.

public FixedAttributeValuesSO FixedAttributeValuesAsset { get; set; }

Property Value

FixedAttributeValuesSO

FlatModifiers

Gets the instance of flat modifiers for the attributes. Flat modifiers are added directly to the base attribute values.

protected virtual AttributeSetInstance FlatModifiers { get; }

Property Value

AttributeSetInstance

LevelAttributePoints

Gets the number of attribute points granted from leveling up.

public int LevelAttributePoints { get; }

Property Value

int

OnAttributeChanged

Event raised when an Attribute changes.

public AttributeChangedGameEvent OnAttributeChanged { get; }

Property Value

AttributeChangedGameEvent

PercentageModifiers

Gets the instance of percentage modifiers for the attributes. Percentage modifiers are applied after flat modifiers.

protected virtual AttributeSetInstance PercentageModifiers { get; }

Property Value

AttributeSetInstance

TotalAttributePoints

Gets the total number of attribute points, including both available and spent points.

public int TotalAttributePoints { get; }

Property Value

int

UseBaseAttributesFromClass

Gets or sets whether to use base attributes from the entity's class. If true, base attributes are derived from the EntityClass. If false, fixed base attributes defined in this component are used.

public bool UseBaseAttributesFromClass { get; set; }

Property Value

bool

UseFixedAttributeValuesAsset

Gets or sets whether fixed base attributes are sourced from FixedAttributeValuesAsset instead of the inline values. Only meaningful when UseBaseAttributesFromClass is false.

public bool UseFixedAttributeValuesAsset { get; set; }

Property Value

bool

Methods

AddFlatModifier(AttributeSO, long)

Adds a flat modifier to an attribute.

public void AddFlatModifier(AttributeSO attribute, long value)

Parameters

attribute AttributeSO

The attribute to modify.

value long

The flat value to add.

AddPercentageModifier(AttributeSO, Percentage)

Adds a percentage modifier to an attribute.

public void AddPercentageModifier(AttributeSO attribute, Percentage value)

Parameters

attribute AttributeSO

The attribute to modify.

value Percentage

The percentage value to add.

AddPermanentBonus(AttributeSO, long)

Adds amount (which may be negative, e.g. a curse) to the permanent bonus already applied to attribute.

public void AddPermanentBonus(AttributeSO attribute, long amount)

Parameters

attribute AttributeSO

The attribute to modify.

amount long

The amount to add to the existing permanent bonus.

BeginBulk()

Opens a bulk-update bracket. While the bracket is open, all attribute-changed events are deferred: each affected attribute is recorded in a dirty set with its pre-mutation snapshot, and a single OnAttributeChanged event (plus callback) is raised per genuinely-changed attribute when the outermost bracket disposes. Nested brackets are supported; flush happens only on the outermost dispose.

public EntityAttributes.BulkUpdateScope BeginBulk()

Returns

EntityAttributes.BulkUpdateScope

Remarks

Use this around broad mutations such as level-up/down, class swap, or RefundAll to collapse what would otherwise be many events into one per affected attribute. The dirty set and snapshot dictionary are reused across brackets — no per-bracket heap allocation.

ClearAllPermanentBonuses()

Removes every permanent bonus. Manual API only — no automatic path (level-down, re-spec, RefundAllSpentPoints) ever calls this.

public void ClearAllPermanentBonuses()

Remarks

This has no effect on spendable attribute points (level or bonus) — permanent bonuses were never drawn from a point budget, so clearing them never increases AvailableAttributePoints or BonusAttributePoints. To let a player re-spend points already invested, use RefundAllSpentPoints() instead.

ClearPermanentBonus(AttributeSO)

Removes the permanent bonus from a single attribute, if any. Manual API only — no automatic path (level-down, re-spec, RefundAllSpentPoints) ever calls this.

public void ClearPermanentBonus(AttributeSO attribute)

Parameters

attribute AttributeSO

The attribute to clear.

ComputeFinalAt(AttributeSO, int)

Computes the attribute's final value as it would be at the specified entity level, without touching the runtime cache. Used to snapshot old/new values around level changes and by scaling components that need per-level projections.

public long ComputeFinalAt(AttributeSO attribute, int level)

Parameters

attribute AttributeSO

The attribute to compute.

level int

The level at which to evaluate the attribute.

Returns

long

The clamped final value at the given level, or 0 if the component is disabled.

Remarks

Pure and cache-free: callers can interleave ComputeFinalAt(AttributeSO, int) with Get(AttributeSO) without poisoning cached state. Disabled components always return 0 for consistency with Get(AttributeSO).

Contains(AttributeSO)

Returns whether attribute is tracked by this component's attribute set.

public bool Contains(AttributeSO attribute)

Parameters

attribute AttributeSO

Returns

bool

Get(AttributeSO)

Gets the final calculated value of a specific attribute. The final value includes base value, flat and percentage modifiers, and spent attribute points. The result is clamped to the attribute's min/max values.

public long Get(AttributeSO attribute)

Parameters

attribute AttributeSO

The attribute to retrieve.

Returns

long

The final value of the attribute if the component is enabled (clamped to min/max values); otherwise, 0

GetAllPermanentBonuses()

Gets a read-only view of every attribute with a non-default permanent bonus. Allocates a copy.

public IReadOnlyDictionary<AttributeSO, long> GetAllPermanentBonuses()

Returns

IReadOnlyDictionary<AttributeSO, long>

GetAllSpentPoints()

Gets a dictionary containing the number of attribute points spent on each attribute.

public Dictionary<AttributeSO, int> GetAllSpentPoints()

Returns

Dictionary<AttributeSO, int>

A dictionary where keys are attributes and values are the points spent on each attribute.

GetBase(AttributeSO)

Gets the base value of an attribute at the entity's current level. Base attributes don't consider flat or percentage modifiers, nor spent attribute points.

public long GetBase(AttributeSO attribute)

Parameters

attribute AttributeSO

The attribute to retrieve the base value for.

Returns

long

The base value of the attribute (clamped to its min/max values) if enabled; otherwise, 0

GetFixedBaseAttributeValues()

Reads back every fixed base attribute value, in the shape SetFixedAttributeSource(IReadOnlyDictionary<AttributeSO, long>) expects — the bulk getter that pairs with the bulk setter, so a save system does not have to walk AttributeSet and call GetBase(AttributeSO) itself. Allocates a copy.

public IReadOnlyDictionary<AttributeSO, long> GetFixedBaseAttributeValues()

Returns

IReadOnlyDictionary<AttributeSO, long>

A read-only snapshot of the fixed base attribute values.

Remarks

Keyed on the attributes of the fixed base attribute set, and read through the source currently backing them: the values in FixedAttributeValuesAsset when UseFixedAttributeValuesAsset is on, the inline values otherwise. Unaffected by UseBaseAttributesFromClass — class-derived base values are design-time data owned by the ClassSO, and are not this component's state to hand out.

GetPermanentBonus(AttributeSO)

Gets the permanent bonus applied to a specific attribute (0 if none). Permanent bonuses are applied alongside invested points, before percentage modifiers, and are unaffected by level-down, re-spec, or RefundAllSpentPoints().

public long GetPermanentBonus(AttributeSO attribute)

Parameters

attribute AttributeSO

The attribute to query.

Returns

long

GetSpentOn(AttributeSO)

Gets the number of attribute points spent on a specific attribute.

public int GetSpentOn(AttributeSO attribute)

Parameters

attribute AttributeSO

The attribute to check.

Returns

int

The number of points spent on the attribute.

GrantBonusAttributePoints(int)

Grants extra spendable attribute points outside of leveling (e.g. from a consumed item or a completed quest). Unlike level points, bonus points survive level-down and re-spec.

public void GrantBonusAttributePoints(int amount)

Parameters

amount int

The number of bonus points to grant.

RefundAllSpentPoints()

Refunds all spent attribute points, making them available to spend again. Pre-snapshots each invested attribute's current value inside a bulk bracket, so the per-investment callbacks collapse into a single event per genuinely-changed attribute. Iterates the portfolio's zero-alloc enumerator to avoid copying the investments dictionary.

public void RefundAllSpentPoints()

RefundFrom(AttributeSO, int)

Refunds a certain amount of attribute points from a specific attribute. Event propagation is handled by the portfolio callback.

public void RefundFrom(AttributeSO attribute, int amount)

Parameters

attribute AttributeSO

The attribute to refund from.

amount int

The number of points to refund.

RefundPointsForAttribute(AttributeSO)

Refunds all spent attribute points for a specific attribute, making them available to spend again. Event propagation is handled by the portfolio callback.

public void RefundPointsForAttribute(AttributeSO attribute)

Parameters

attribute AttributeSO

The attribute to refund points for.

RemovePermanentBonus(AttributeSO, long)

Removes amount from the permanent bonus already applied to attribute. Equivalent to AddPermanentBonus(AttributeSO, long) with a negated amount.

public void RemovePermanentBonus(AttributeSO attribute, long amount)

Parameters

attribute AttributeSO

The attribute to modify.

amount long

The amount to subtract from the existing permanent bonus.

RevokeBonusAttributePoints(int)

Revokes previously granted bonus attribute points. If this would push spent points above the new budget, the configured ElectricDrill.AstraRpgFramework.Attributes.EntityAttributes._pointRemovalStrategy is used to refund investments first, exactly like a level-down.

public void RevokeBonusAttributePoints(int amount)

Parameters

amount int

The number of bonus points to revoke.

SetAllSpentPoints(IReadOnlyDictionary<AttributeSO, int>)

Replaces the points spent on every attribute in one bulk update, e.g. when restoring from save data. The setter that pairs with GetAllSpentPoints().

public void SetAllSpentPoints(IReadOnlyDictionary<AttributeSO, int> investments)

Parameters

investments IReadOnlyDictionary<AttributeSO, int>

The points spent per attribute to restore.

Remarks

SpendOn(AttributeSO, int) and RefundFrom(AttributeSO, int) are incremental in-game transactions: each one validates against the state at that moment, so replaying a whole snapshot through them makes the result depend on the order the attributes are replayed in, and logs errors for every step that momentarily does not fit. This applies the snapshot in one assignment instead.

Restore the point budget first. The caller is responsible for having brought the budget up to at least the sum being restored — via SetTotalCurrentExp(long) for level points and SetBonusAttributePoints(int) for bonus points. A snapshot the budget cannot cover is rejected in full, with an error, rather than partially applied; nothing is written and no events are raised.

Attributes that are no longer part of the current AttributeSet — removed from the game since the save was written — are skipped with a warning, and the rest still applies. Attributes absent from investments end at zero, so this is a replacement, not a merge.

Raises one OnAttributeChanged per attribute whose final value actually changed and at most one OnAttributePointsChangedCallback, using the same bulk-update bracket as SetPermanentBonuses(IReadOnlyDictionary<AttributeSO, long>) and RefundAllSpentPoints().

Exceptions

ArgumentNullException

Thrown when investments is null.

SetBonusAttributePoints(int)

Sets the bonus attribute points pool to an absolute value, e.g. when restoring from save data. If this would push spent points above the new budget, the configured ElectricDrill.AstraRpgFramework.Attributes.EntityAttributes._pointRemovalStrategy is used to refund investments first.

public void SetBonusAttributePoints(int amount)

Parameters

amount int

The absolute bonus point value.

SetFixed(AttributeSO, long)

Sets a fixed base value for a specific attribute. This is only applicable when UseBaseAttributesFromClass is false.

public void SetFixed(AttributeSO attribute, long value)

Parameters

attribute AttributeSO

The attribute to set.

value long

The fixed base value to assign.

SetFixedAttributeSet(AttributeSetSO)

Replaces the AttributeSetSO used for fixed (non-class) base attributes at runtime. Reconciles ElectricDrill.AstraRpgFramework.Attributes.EntityAttributes._fixedAttributeValues and the attribute-points portfolio to the new set's attributes (preserving values/investments for attributes present in both), and invalidates the cache. Does not raise per-attribute change events, matching the existing schema-change path taken when the AttributeSet getter itself detects a set change.

public void SetFixedAttributeSet(AttributeSetSO newAttributeSet)

Parameters

newAttributeSet AttributeSetSO

The attribute set to switch to.

SetFixedAttributeSource(IFixedAttributeSource)

Replaces every fixed base attribute value from source, applied immediately. Only meaningful when UseBaseAttributesFromClass is false. Always writes into the inline ElectricDrill.AstraRpgFramework.Attributes.EntityAttributes._fixedAttributeValues — never into FixedAttributeValuesAsset, since that asset may be shared by other entities and a per-entity runtime override should not leak into it. source must cover every attribute in the current AttributeSet. Snapshots every affected attribute's current value before mutating any of them, then raises one OnAttributeChanged event per attribute whose final value actually changed — reusing the same bulk-update machinery as OnLevelUp(EntityLevelChangedContext).

public void SetFixedAttributeSource(IFixedAttributeSource source)

Parameters

source IFixedAttributeSource

The fixed attribute source to copy values from. Must not be null.

SetFixedAttributeSource(IReadOnlyDictionary<AttributeSO, long>)

Convenience overload of SetFixedAttributeSource(IFixedAttributeSource) for consumers supplying values as a plain dictionary (e.g. deserialized save data or imported balance data), without needing to implement IFixedAttributeSource themselves.

public void SetFixedAttributeSource(IReadOnlyDictionary<AttributeSO, long> values)

Parameters

values IReadOnlyDictionary<AttributeSO, long>

The fixed base attribute values to apply.

SetPermanentBonus(AttributeSO, long)

Sets the permanent bonus applied to attribute to an absolute value, e.g. when restoring from save data.

public void SetPermanentBonus(AttributeSO attribute, long amount)

Parameters

attribute AttributeSO

The attribute to modify.

amount long

The absolute permanent bonus value.

SetPermanentBonuses(IReadOnlyDictionary<AttributeSO, long>)

Replaces every permanent bonus from bonuses in a single bulk update, e.g. when restoring from save data. Attributes not present in bonuses keep their current permanent bonus untouched.

public void SetPermanentBonuses(IReadOnlyDictionary<AttributeSO, long> bonuses)

Parameters

bonuses IReadOnlyDictionary<AttributeSO, long>

The permanent bonus values to apply.

SpendOn(AttributeSO, int)

Spends a certain amount of attribute points on a specific attribute. Cache invalidation and change-event raising are driven by the portfolio's ElectricDrill.AstraRpgFramework.Attributes.PointsTracker.EntityPointsTracker.OnInvestmentChanged callback; the call to Get(AttributeSO) primes the cache so the callback handler can read the old value.

public void SpendOn(AttributeSO attribute, int amount)

Parameters

attribute AttributeSO

The attribute to increase.

amount int

The number of points to spend.

Subscribe<TEvent>(TEvent)

Registers gameEvent on the channel matching TEvent.

public void Subscribe<TEvent>(TEvent gameEvent) where TEvent : ScriptableObject

Parameters

gameEvent TEvent

Type Parameters

TEvent

Exceptions

ArgumentException

Thrown when no channel is registered for TEvent.

TryGet(AttributeSO, out long)

Tries to get the final value of an attribute. Returns true if the attribute is contained in the attribute set; otherwise, false.

public bool TryGet(AttributeSO attribute, out long value)

Parameters

attribute AttributeSO

The attribute to get.

value long

When this method returns, contains the final value of the attribute if the attribute is contained in the attribute set; otherwise, 0.

Returns

bool

true if the attribute is contained in the attribute set; otherwise, false.

TryGetBase(AttributeSO, out long)

Tries to get the base value of an attribute (before any modifiers are applied). Returns true if the attribute is contained in the attribute set; otherwise, false.

public bool TryGetBase(AttributeSO attribute, out long value)

Parameters

attribute AttributeSO

The attribute to get the base value of.

value long

When this method returns, contains the base value of the attribute if the attribute is contained in the attribute set; otherwise, 0.

Returns

bool

true if the attribute is contained in the attribute set; otherwise, false.

Unsubscribe<TEvent>(TEvent)

Removes gameEvent from the channel matching TEvent.

public void Unsubscribe<TEvent>(TEvent gameEvent) where TEvent : ScriptableObject

Parameters

gameEvent TEvent

Type Parameters

TEvent

Exceptions

ArgumentException

Thrown when no channel is registered for TEvent.

Events

OnAttributeChangedCallback

Entity-local C# event raised whenever an attribute value changes on this component. Fires alongside OnAttributeChanged (SO-based) for each attribute change. EntityStats subscribes to drive the attribute→stat cascade without scanning scaling SOs on every access.

public event Action<AttributeChangeInfo> OnAttributeChangedCallback

Event Type

Action<AttributeChangeInfo>

OnAttributePointsChangedCallback

Entity-local C# event raised whenever the attribute-points budget changes (available and/or total moving) — from spending/refunding points, granting/revoking bonus points, or level changes. Coalesced under a BeginBulk() scope just like OnAttributeChangedCallback, so a multi-level ResetToLevelOne() raises a single event instead of one per level.

public event Action<AttributePointsChangeInfo> OnAttributePointsChangedCallback

Event Type

Action<AttributePointsChangeInfo>