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Class Boss

The base class for all bosses

Inheritance
object
Object
Component
Behaviour
MonoBehaviour
Enemy
Boss
BossReplacement
Inherited Members
Enemy.PreviousMove
Enemy.CurrentMove
Enemy.HealthComponent
Enemy.DisableDamagersOnDeath
Enemy.Roar(GameObject, float, bool)
Enemy.Roar(float, bool)
Enemy.Roar(float, AudioClip, bool)
Enemy.Roar(GameObject, float, AudioClip, bool)
Enemy.Roar(GameObject, Vector3, float, bool)
Enemy.Roar(float, Vector3, bool)
Enemy.Roar(float, Vector3, AudioClip, bool)
Enemy.Roar(GameObject, Vector3, float, AudioClip, bool)
Enemy.StartBoundRoutine(IEnumerator)
Enemy.StartBoundRoutine(IEnumerator, Action)
Enemy.RunMove(IEnemyMove)
Enemy.RunMoveUntil(IEnemyMove, Func<bool>)
Enemy.RunMoveWhile(IEnemyMove, Func<bool>)
Enemy.CancelCurrentMove()
Enemy.StopCurrentMove()
Enemy.IsBoundRoutineRunning(uint)
Enemy.StopBoundRoutine(uint)
Enemy.StopAllBoundRoutines()
Enemy.OnParry(IHittable, HitInfo)
Namespace: WeaverCore.Features
Assembly: WeaverCore.dll
Syntax
[RequireComponent(typeof(EntityHealth))]
public class Boss : Enemy

Properties

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BossStage

The current stage/phase the boss is at. The boss begins on boss stage 1 and is incremented every time the boss is stunned

Declaration
public int BossStage { get; set; }
Property Value
Type Description
int
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Difficulty

The currently set difficulty of the boss scene

Declaration
public static BossDifficulty Difficulty { get; set; }
Property Value
Type Description
BossDifficulty
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InGodHomeArena

Whether the boss is in a god home arena or not

Declaration
public static bool InGodHomeArena { get; }
Property Value
Type Description
bool
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InPantheon

Whether the boss is currently in a pantheon

Declaration
public static bool InPantheon { get; }
Property Value
Type Description
bool

Methods

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AddStunMilestone(int)

Adds a health milestone that will stun the boss when it is reached.

Declaration
public void AddStunMilestone(int health)
Parameters
Type Name Description
int health

The health milestone. When the boss's health goes below this value, the stun will trigger

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Awake()

Called when the boss awakes

Declaration
protected override void Awake()
Overrides
Enemy.Awake()
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EndBossBattle(float)

Triggers the ending transition to play

Declaration
public static void EndBossBattle(float delay = 0)
Parameters
Type Name Description
float delay

The delay before the transition is played

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OnDeath()

Called when the boss dies

Declaration
protected override void OnDeath()
Overrides
Enemy.OnDeath()
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OnStun()

Called when the boss is stunned

Declaration
protected virtual void OnStun()
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Stun()

Stuns the boss and moves it to the next stage

Declaration
public void Stun()

Extension Methods

ReflectionUtilities.ReflectCallMethod(object, string, object[], BindingFlags)
ReflectionUtilities.ReflectGetField(object, string, BindingFlags)
ReflectionUtilities.ReflectGetMethod(object, string, BindingFlags)
ReflectionUtilities.ReflectGetProperty(object, string, BindingFlags)
ReflectionUtilities.ReflectSetField(object, string, object, BindingFlags)
ReflectionUtilities.ReflectSetProperty(object, string, object, BindingFlags)
CoroutineUtilities.RunCoroutineWhile<T>(T, IEnumerator, Func<bool>)
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