11 [
Serialize(
false,
IsPropertySaveable.Yes, description:
"Should the character's active afflictions be updated (e.g. applying visual effects of the afflictions)")]
19 private bool isFinished =
false;
31 public override void Update(
float deltaTime)
33 if (isFinished) {
return; }
35 foreach (var target
in targets)
37 if (target !=
null && target is
Character character)
41 character.CharacterHealth.Unkillable =
Enabled;
54 return $
"{ToolBox.GetDebugSymbol(isFinished)} {nameof(GodModeAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " +
55 (
Enabled ?
"Enable godmode" :
"Disable godmode");
readonly ScriptedEvent ParentEvent
Makes a specific character invulnerable to damage and unable to die.
GodModeAction(ScriptedEvent parentEvent, ContentXElement element)
override string ToDebugString()
Rich test to display in debugdraw
override bool IsFinished(ref string goTo)
Has the action finished.
override void Update(float deltaTime)
IEnumerable< Entity > GetTargets(Identifier tag)