ModiBuff
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Buff/Debuff/Modifier library focused on feature set and performance, while maintaining 0 GC. Fully pooled
Config is currently a static class that can be changed at any time. It would be nice if it was instead injected where it's needed. The issue is that it...
Like Modifier Recipe. Stores all the data about spawning a unit, which modifiers it should have, which appliers, etc.
**Describe the solution you'd like** Being able to either add, or activate/deactivate meta and post effects on modifiers. Making it, so we can do custom logic while the effect is...
**Describe the solution you'd like** Standardized way to serialize recipes (JSON, XML, Protobuf, ...) **Logic** There are two possible approaches to this: save only the recipe "input", meaning that we...
**Why this logic should be in the library, and not user game logic** Checks values are either fed through constructors, or the supplied unit. This becomes an issue when we...
**Why this logic should be in the library, and not user game logic** Interval & duration timers can only be affected inside of `ITimeComponents` **Describe the solution you'd like** Non-status...
**Description** Currently, instance stackable modifiers are always stacked when added, no matter what. It would be nice to have stackable modifiers based on who is the source of the modifier....
Taunt status effect is different from all the other usual status effects, it needs a target to be fed through it. It would require an extra method for setting the...
A channeling cast implementation in `ModiBuff.Units`. Channeling aka: unit needs to "channel" a timer for X seconds, and at the end of that timer or throughout the timers something happens...
While ModiBuff was tested with two basic prototypes, in Godot and Unity, it doesn't have a single good sample implementation to show basic usage. This is where this issue and...