Skip to content

Game.LocalEffectInfo

Assembly: Assembly-CSharp (game binary)
Namespace: Game.Prefabs

Type: class

Base: System.Object

Summary:
Serializable data container that describes a local modifier/effect applied around a point (for example as part of a prefab). It encodes what kind of local modifier it is, how the modifier value is interpreted, the magnitude, and the effective radius and how that radius combines with other radii. Instances are plain data objects intended to be stored in prefabs/assets and serialized by the game.


Fields

  • public LocalModifierType m_Type
    Type of the local modifier. Indicates which modifier this entry represents (e.g., some game-specific modifier enumerated in LocalModifierType). Determines what gameplay property the delta affects.

  • public ModifierValueMode m_Mode
    How the modifier value (m_Delta) is applied/interpreted — for example additive, multiplicative or other modes defined by the ModifierValueMode enum. Controls how the value changes the target property.

  • public float m_Delta
    The numeric magnitude of the modifier. Meaning depends on m_Type and m_Mode (e.g., amount to add, factor to multiply by).

  • public ModifierRadiusCombineMode m_RadiusCombineMode
    Specifies how this effect's radius combines with other radii (e.g., override, max, additive). See the ModifierRadiusCombineMode enum for available combine rules.

  • public float m_Radius
    Effective radius (in game units) of the local effect from its origin. Used to determine which objects/tiles are affected.

Properties

This type exposes no properties; it only contains public instance fields.

Constructors

  • public LocalEffectInfo()
    Default parameterless constructor generated by the compiler. All fields are initialized to their default values (enum fields to their 0 value, floats to 0.0f). Typically instances are populated by deserialization from a prefab or by manually assigning fields after construction.

Methods

This type declares no methods.

Usage Example

// create and configure a local effect for inclusion in a prefab or runtime setup
var effect = new Game.Prefabs.LocalEffectInfo
{
    m_Type = LocalModifierType.SomeModifier,          // replace with actual enum member
    m_Mode = ModifierValueMode.Additive,              // or whatever enum member is appropriate
    m_Delta = 2.5f,                                   // magnitude of the effect
    m_RadiusCombineMode = ModifierRadiusCombineMode.Max,
    m_Radius = 12f                                    // radius in game units
};

// store effect on a prefab data structure or pass into code that applies local modifiers

Notes: - The class is marked [Serializable], so instances are intended to be serialized into prefabs/asset data used by the game. - Enums referenced (LocalModifierType, ModifierValueMode, ModifierRadiusCombineMode) are defined elsewhere (likely in Game.Buildings or related namespaces); consult those enum definitions for valid values and semantics.