1 using System.Collections.Generic;
8 base(abilityEffectType, characterTalent, abilityElementGroup) { }
14 if (IsOverTriggerCount) {
return; }
16 List<CharacterAbility> abilities = IsApplicable(abilityObject) ?
characterAbilities : fallbackAbilities;
26 if (abilities.Count > 0)
38 if (!abilityCondition.MatchesCondition(abilityObject))
CharacterAbilityGroupEffect(AbilityEffectType abilityEffectType, CharacterTalent characterTalent, ContentXElement abilityElementGroup)
void CheckAbilityGroup(AbilityObject abilityObject)
readonly List< AbilityCondition > abilityConditions
readonly List< CharacterAbility > characterAbilities
List of abilities that are triggered by this group. Fallback abilities are triggered if the condition...
readonly int maxTriggerCount
void ApplyAbilityEffect(AbilityObject abilityObject)