UNPKG

com.wallstop-studios.unity-helpers

Version:

Treasure chest of Unity developer tools

1,617 lines (1,249 loc) 66.8 kB
# Effects, Attributes, and Tags — Deep Dive ## TL;DR — What Problem This Solves - **⭐ Build buff/debuff systems without writing custom code for every effect.** - Data‑driven ScriptableObjects: designers create 100s of effects, programmers build the system once. - **Reduces boilerplate with data-driven effect definitions; designers can iterate without code changes.** - **Note:** Attributes are optional - use the system purely for tag-based state management and timed cosmetic effects. ### Data-Driven Effect Authoring **The Problem - Hardcoded Effects:** ```csharp // Every buff needs its own custom MonoBehaviour: public class HasteEffect : MonoBehaviour { private float duration = 5f; private float originalSpeed; private PlayerStats player; void Start() { player = GetComponent<PlayerStats>(); originalSpeed = player.speed; player.speed *= 1.5f; // Apply speed boost } void Update() { duration -= Time.deltaTime; if (duration <= 0) { player.speed = originalSpeed; // Restore Destroy(this); } } } // 20 effects × 50 lines each = 1000 lines of repetitive code // Designers can't create effects without programmer ``` **The Solution - Data-Driven:** ```csharp // Programmers build system once (Unity Helpers provides this): // - AttributesComponent base class // - EffectHandler manages application/removal // - ScriptableObject authoring // Designers create effects in Editor (NO CODE): // 1. Right-click → Create → Attribute Effect // 2. Name: "Haste" // 3. Add modification: Speed × 1.5 // 4. Duration: 5 seconds // 5. Done! // Apply at runtime (one line): target.ApplyEffect(hasteEffect); ``` **Designer Workflow:** 1. Create the effect asset in the editor (no code) 2. Test in-game immediately 3. Tweak values and iterate freely 4. Create variations (Haste II, Haste III) by duplicating assets **Impact:** - **Reduced boilerplate**: Centralizes effect logic in a reusable system - **Designer workflow**: Create and modify effects without code changes - **Faster iteration**: Adjust values without recompiling - **Maintainability**: All effects in one system vs. scattered scripts Data‑driven gameplay effects that modify stats, apply tags, and drive cosmetic presentation. This guide explains the concepts, how they work together, authoring patterns, recipes, best practices, and FAQs. ### Visual Reference ![Effects Pipeline](../../images/effects/effects-pipeline.svg) ![Attribute Resolution](../../images/effects/attribute-resolution.svg) ## Concepts - `Attribute` — A dynamic numeric value with a base and a calculated current value. Current value applies all active modifications. - `AttributeModification` — Declarative change to an `Attribute`. Actions: Addition, Multiplication, Override. Applied in that order. - `AttributeEffect` — ScriptableObject asset bundling modifications, tags, cosmetic data, duration policy, periodic tick schedules, and optional runtime behaviours. - `EffectHandle` — Opaque identifier for a specific application instance (for Duration/Infinite effects). Used to remove one stack. - `AttributesComponent` — Base MonoBehaviour exposing modifiable `Attribute` fields (e.g., Health, Speed) on your character. - `EffectHandler` — Component that applies/removes effects, tracks durations, forwards modifications to `AttributesComponent`, applies tags and cosmetics. - `TagHandler` — Counts and queries string tags for gating gameplay (e.g., "Stunned"). Removes tags only when all sources are gone. - `CosmeticEffectData` — Prefab‑like container with `CosmeticEffectComponent` behaviours; reused or instanced per effect application. ## How It Works 1. You author an `AttributeEffect` with modifications, tags, cosmetics, and duration. 2. You apply it to a GameObject: `EffectHandle? handle = target.ApplyEffect(effect);` 3. `EffectHandler` will: - Create an `EffectHandle` (for Duration/Infinite) and track expiration - Apply tags via `TagHandler` (counted; multiple sources safe) - Apply cosmetic behaviours (`CosmeticEffectData`) - Forward `AttributeModification`s to all `AttributesComponent`s on the GameObject 4. On removal (manual or expiration), all of the above are cleanly reversed. Instant effects modify base values permanently and return `null` instead of a handle. ## Authoring Guide 1. Define stats: ```csharp public class CharacterStats : AttributesComponent { public Attribute MaxHealth = 100f; public Attribute Speed = 5f; public Attribute AttackDamage = 10f; public Attribute Defense = 10f; } ``` 2. Create an `AttributeEffect` asset (Project view → Create → Wallstop Studios → Unity Helpers → Attribute Effect): - modifications: e.g., `{ attribute: "Speed", action: Multiplication, value: 1.5f }` - durationType: `Duration` with `duration = 5` - resetDurationOnReapplication: true to refresh timer on re-apply - effectTags: e.g., `[ "Haste" ]` - cosmeticEffects: prefab with `CosmeticEffectData` + `CosmeticEffectComponent` scripts 3. Apply/remove at runtime: ```csharp GameObject player = ...; AttributeEffect haste = ...; // ScriptableObject reference EffectHandle? handle = player.ApplyEffect(haste); // ... later ... if (handle.HasValue) { player.RemoveEffect(handle.Value); } ``` 4. Query tags anywhere: ```csharp if (player.HasTag("Stunned")) { // Disable input, play animation, etc. } ``` ## Understanding Attributes: What to Model and What to Avoid **Important: Attributes are NOT required!** The Effects System works well when used solely for tag-based state management and cosmetic effects. ### What Makes a Good Attribute? Attributes work best for values that are: - **Primarily modified by the effects system** (buffs, debuffs, equipment) - **Derived from a base value** (MaxHealth, Speed, AttackDamage, Defense) - **Calculated values** where you need to see the result of all modifications ### What Makes a Poor Attribute? **❌ DON'T use Attributes for "current" values like CurrentHealth, CurrentMana, or CurrentAmmo!** **Why?** These values are frequently modified by multiple systems: - Combat system subtracts health upon damage - Healing system adds health - Regeneration ticks add health over time - Death system resets health to zero - Save/load system restores health **The Problem:** ```csharp // ❌ BAD: CurrentHealth as an Attribute public class PlayerStats : AttributesComponent { public Attribute CurrentHealth = 100f; // DON'T DO THIS! public Attribute MaxHealth = 100f; // This is fine } // Multiple systems modify CurrentHealth: void TakeDamage(float damage) { // Direct mutation bypasses the effects system playerStats.CurrentHealth.BaseValue -= damage; // Problem 1: If an effect was modifying CurrentHealth, // it still applies! Now calculations are wrong. // Problem 2: If you remove an effect, it may restore // the ORIGINAL base value, undoing damage taken. // Problem 3: Save/load becomes complicated - do you save // base or current? What about active modifiers? } ``` **The Solution - Separate Current and Max:** ```csharp // ✅ GOOD: CurrentHealth is a regular field, MaxHealth is an Attribute public class PlayerStats : AttributesComponent { // Regular field - modified by combat/healing systems directly private float currentHealth = 100f; // Attribute - modified by buffs/effects public Attribute MaxHealth = 100f; public float CurrentHealth { get => currentHealth; set => currentHealth = Mathf.Clamp(value, 0, MaxHealth.Value); } protected override void Awake() { base.Awake(); // Initialize current health to max currentHealth = MaxHealth.Value; // When max health changes, clamp current health OnAttributeModified += (attributeName, oldVal, newVal) => { if (attributeName == nameof(MaxHealth)) { // If max decreased, ensure current doesn't exceed new max if (currentHealth > newVal) { currentHealth = newVal; } } }; } } // Combat system can now safely modify current health void TakeDamage(float damage) { playerStats.CurrentHealth -= damage; // Simple and correct } // Effects system modifies max health void ApplyHealthBuff() { // MaxHealth × 1.5 (buffs max, current stays same) player.ApplyEffect(healthBuffEffect); } ``` ### Attribute Best Practices **✅ DO use Attributes for:** - **MaxHealth, MaxMana, MaxStamina** - caps that buffs modify - **Speed, MovementSpeed** - continuous values modified by effects - **AttackDamage, Defense, CritChance** - combat stats - **CooldownReduction, CastSpeed** - multiplicative modifiers - **CarryCapacity, JumpHeight** - gameplay parameters **❌ DON'T use Attributes for:** - **CurrentHealth, CurrentMana** - depleting resources with complex mutation - **Position, Rotation** - physics/transform state - **Inventory count, Currency** - discrete counts from multiple sources - **Quest progress, Level** - progression state - **Input state, UI state** - transient application state ### Why This Matters When you use Attributes for frequently mutated "current" values: 1. **State conflicts** - The effects system and other systems fight over the value 2. **Save/load bugs** - Unclear whether to save base value or current value with modifiers 3. **Unexpected restorations** - Removing an effect may restore old base value, losing damage/healing 4. **Performance overhead** - Recalculating modifications on every damage tick 5. **Complexity** - Need to carefully coordinate between effects and direct mutations **The Golden Rule:** If a value is modified by systems outside the effects system regularly (combat, regeneration, consumption), it should NOT be an Attribute. Use a regular field instead and let Attributes handle the maximums/limits. ## Using Tags WITHOUT Attributes Even without any Attributes, the Effects System is useful for tag-based state management and cosmetic effects. ### When to Use Tags Without Attributes You should consider tag-only effects when: - Managing categorical states ("Stunned", "Invisible", "InDialogue") - Implementing temporary permissions ("CanDash", "CanDoubleJump") - Coordinating system interactions ("InCombat", "InCutscene") - Creating purely visual effects (particles, overlays) with timed lifetimes - Building capability systems without numeric modifiers ### Example: Pure Tag Effects ```csharp // No AttributesComponent needed! public class StealthCharacter : MonoBehaviour { [SerializeField] private AttributeEffect invisibilityEffect; [SerializeField] private AttributeEffect stunnedEffect; void Start() { // Apply invisibility for 5 seconds // InvisibilityEffect.asset: // - durationType: Duration (5 seconds) // - effectTags: ["Invisible", "Stealthy"] // - modifications: (EMPTY - no attributes needed!) // - cosmeticEffects: shimmer particles this.ApplyEffect(invisibilityEffect); } void Update() { // Check tags to gate behavior if (this.HasTag("Stunned")) { // Prevent all actions return; } // AI can't detect invisible characters if (!this.HasTag("Invisible")) { BroadcastPosition(); } } } ``` ### Example: Tag Lifetimes for Cosmetics Tags with durations provide automatic cleanup for visual effects: ```csharp // Create a "ShowDamageIndicator" effect: // DamageIndicator.asset: // - durationType: Duration (1.5 seconds) // - effectTags: ["DamageIndicator"] // - modifications: (EMPTY) // - cosmeticEffects: DamageNumbersPrefab public class CombatFeedback : MonoBehaviour { [SerializeField] private AttributeEffect damageIndicator; public void ShowDamage(float amount) { // Apply effect - cosmetic spawns automatically this.ApplyEffect(damageIndicator); // After 1.5 seconds, cosmetic is automatically cleaned up // No manual cleanup code needed! } } ``` ### Benefits of Tag-Only Usage - ✅ **Simpler setup** - No AttributesComponent required - ✅ **Automatic cleanup** - Duration-based tags clean up themselves - ✅ **Reference counting** - Multiple sources work naturally - ✅ **Cosmetic integration** - Visual effects lifecycle managed automatically - ✅ **System decoupling** - Any system can query tags without dependencies ### Tag-Only Patterns **1. Temporary Permissions:** ```csharp // PowerUpEffect.asset: // - durationType: Duration (10 seconds) // - effectTags: ["CanDash", "CanDoubleJump", "PoweredUp"] // - modifications: (EMPTY) public void GrantPowerUp() { player.ApplyEffect(powerUpEffect); // Player now has special abilities for 10 seconds } ``` **2. State Management:** ```csharp // DialogueStateEffect.asset: // - durationType: Infinite // - effectTags: ["InDialogue", "InputDisabled"] EffectHandle? dialogueHandle = player.ApplyEffect(dialogueState); // ... dialogue system runs ... player.RemoveEffect(dialogueHandle.Value); ``` **3. Visual-Only Effects:** ```csharp // LevelUpEffect.asset: // - durationType: Duration (2 seconds) // - effectTags: ["LevelingUp"] // - cosmeticEffects: GlowParticles, LevelUpSound player.ApplyEffect(levelUpEffect); // Particles and sound play, then clean up automatically ``` ## Cosmetic Effects - Complete Guide Cosmetic effects handle the visual and audio presentation of effects. They provide a clean separation between gameplay logic (tags, attributes) and presentation (particles, sounds, UI). ### Architecture Overview **Component Hierarchy:** ```text CosmeticEffectData (Container GameObject/Prefab) └─ CosmeticEffectComponent (Base class - abstract) └─ Your custom implementations: - ParticleCosmeticEffect - AudioCosmeticEffect - UICosmeticEffect - AnimationCosmeticEffect ``` ### Creating a Cosmetic Effect ### Step 1: Create a prefab with CosmeticEffectData 1. Create a new GameObject in the scene 2. Add Component → `CosmeticEffectData` 3. Add your custom cosmetic components (particle systems, audio sources, etc.) 4. Save as prefab 5. Reference this prefab in your `AttributeEffect.cosmeticEffects` list ### Step 2: Implement CosmeticEffectComponent subclasses ```csharp using UnityEngine; using WallstopStudios.UnityHelpers.Tags; public class ParticleCosmeticEffect : CosmeticEffectComponent { [SerializeField] private ParticleSystem particles; // RequiresInstance = true creates a new instance per application // RequiresInstance = false shares one instance across all applications public override bool RequiresInstance => true; // CleansUpSelf = true means you handle destruction yourself // CleansUpSelf = false means EffectHandler destroys the GameObject public override bool CleansUpSelf => false; public override void OnApplyEffect(GameObject target) { base.OnApplyEffect(target); // Attach cosmetic to target transform.SetParent(target.transform); transform.localPosition = Vector3.zero; // Start visual effect particles.Play(); } public override void OnRemoveEffect(GameObject target) { base.OnRemoveEffect(target); // Stop particles particles.Stop(); // If CleansUpSelf = false, GameObject is destroyed automatically // If CleansUpSelf = true, you must handle destruction } } ``` ### RequiresInstance: Shared vs Instanced **RequiresInstance = false (Shared):** - One cosmetic instance is reused for all applications - Best for: UI overlays, status icons, shared audio managers - Lower memory footprint - All targets share the same cosmetic GameObject ```csharp public class StatusIconCosmetic : CosmeticEffectComponent { public override bool RequiresInstance => false; // SHARED [SerializeField] private Image iconImage; private int activeCount = 0; public override void OnApplyEffect(GameObject target) { base.OnApplyEffect(target); activeCount++; // Show icon if this is first application if (activeCount == 1) { iconImage.enabled = true; } } public override void OnRemoveEffect(GameObject target) { base.OnRemoveEffect(target); activeCount--; // Hide icon when no more applications if (activeCount == 0) { iconImage.enabled = false; } } } ``` **RequiresInstance = true (Instanced):** - New cosmetic instance created for each application - Best for: Particles, per-effect animations, independent visuals - Each application has an isolated state - Higher memory cost, but full independence ```csharp public class FireParticleCosmetic : CosmeticEffectComponent { public override bool RequiresInstance => true; // INSTANCED [SerializeField] private ParticleSystem fireParticles; public override void OnApplyEffect(GameObject target) { base.OnApplyEffect(target); // Each instance is independent transform.SetParent(target.transform); transform.localPosition = Vector3.zero; fireParticles.Play(); } } ``` ### CleansUpSelf: Automatic vs Manual Cleanup **CleansUpSelf = false (Automatic - Default):** - EffectHandler destroys the GameObject when an effect is removed - Simplest option for most cases - Immediate cleanup ```csharp public class SimpleParticleEffect : CosmeticEffectComponent { public override bool CleansUpSelf => false; // AUTOMATIC public override void OnRemoveEffect(GameObject target) { base.OnRemoveEffect(target); // GameObject destroyed automatically by EffectHandler } } ``` **CleansUpSelf = true (Manual Cleanup):** - You are responsible for destroying the GameObject - Use when you need delayed cleanup (fade out animations, particle finish) - More control over cleanup timing ```csharp public class FadeOutEffect : CosmeticEffectComponent { public override bool CleansUpSelf => true; // MANUAL [SerializeField] private float fadeOutDuration = 1f; private bool isRemoving = false; public override void OnRemoveEffect(GameObject target) { base.OnRemoveEffect(target); if (!isRemoving) { isRemoving = true; StartCoroutine(FadeOutAndDestroy()); } } private IEnumerator FadeOutAndDestroy() { // Fade out over time float elapsed = 0f; SpriteRenderer sprite = GetComponent<SpriteRenderer>(); Color originalColor = sprite.color; while (elapsed < fadeOutDuration) { elapsed += Time.deltaTime; float alpha = 1f - (elapsed / fadeOutDuration); sprite.color = new Color(originalColor.r, originalColor.g, originalColor.b, alpha); yield return null; } // Now safe to destroy Destroy(gameObject); } } ``` ### Complete Cosmetic Examples #### Example 1: Buff Visual with Particles and Sound ```csharp public class BuffCosmetic : CosmeticEffectComponent { [SerializeField] private ParticleSystem buffParticles; [SerializeField] private AudioSource audioSource; [SerializeField] private AudioClip applySound; [SerializeField] private AudioClip removeSound; public override bool RequiresInstance => true; public override bool CleansUpSelf => false; public override void OnApplyEffect(GameObject target) { base.OnApplyEffect(target); // Position cosmetic on target transform.SetParent(target.transform); transform.localPosition = Vector3.zero; // Play effects buffParticles.Play(); audioSource.PlayOneShot(applySound); } public override void OnRemoveEffect(GameObject target) { base.OnRemoveEffect(target); audioSource.PlayOneShot(removeSound); buffParticles.Stop(); // Automatic cleanup after this } } ``` #### Example 2: Status UI Overlay (Shared) ```csharp public class StatusOverlayCosmetic : CosmeticEffectComponent { [SerializeField] private SpriteRenderer overlaySprite; [SerializeField] private Color overlayColor = Color.red; public override bool RequiresInstance => false; // SHARED public override bool CleansUpSelf => false; private SpriteRenderer targetSprite; public override void OnApplyEffect(GameObject target) { base.OnApplyEffect(target); targetSprite = target.GetComponent<SpriteRenderer>(); if (targetSprite != null) { // Tint the sprite targetSprite.color = overlayColor; } } public override void OnRemoveEffect(GameObject target) { base.OnRemoveEffect(target); if (targetSprite != null) { // Restore original color targetSprite.color = Color.white; } } } ``` #### Example 3: Animation Trigger ```csharp public class AnimationCosmetic : CosmeticEffectComponent { [SerializeField] private string applyTrigger = "BuffApplied"; [SerializeField] private string removeTrigger = "BuffRemoved"; public override bool RequiresInstance => false; public override void OnApplyEffect(GameObject target) { base.OnApplyEffect(target); Animator animator = target.GetComponent<Animator>(); if (animator != null) { animator.SetTrigger(applyTrigger); } } public override void OnRemoveEffect(GameObject target) { base.OnRemoveEffect(target); Animator animator = target.GetComponent<Animator>(); if (animator != null) { animator.SetTrigger(removeTrigger); } } } ``` ### Combining Multiple Cosmetics A single effect can have multiple cosmetic components with different behaviors: ```csharp // PoisonEffect prefab: // - CosmeticEffectData // - PoisonParticles (RequiresInstance = true) // One per stack // - PoisonStatusIcon (RequiresInstance = false) // Shared UI element // - PoisonAudioLoop (RequiresInstance = true) // One audio loop per stack ``` ### Cosmetic Lifecycle **Application Flow:** 1. `AttributeEffect` applied to GameObject 2. `EffectHandler` checks `cosmeticEffects` list 3. For each `CosmeticEffectData`: - If `RequiresInstancing = true`: Instantiate and parent to target - If `RequiresInstancing = false`: Reuse existing instance 4. Call `OnApplyEffect(target)` on all components 5. Cosmetics remain active while an effect is active **Removal Flow:** 1. Effect expires or is manually removed 2. `EffectHandler` calls `OnRemoveEffect(target)` on all components 3. For each component: - If `CleansUpSelf = false`: EffectHandler destroys GameObject immediately - If `CleansUpSelf = true`: Component handles its own destruction ### Best Practices **Performance:** - ✅ Prefer `RequiresInstance = false` when possible (lower overhead) - ✅ Use object pooling for frequently spawned instanced cosmetics - ✅ Keep `OnApplyEffect` and `OnRemoveEffect` lightweight - ❌ Avoid expensive operations in these callbacks **Architecture:** - ✅ One responsibility per cosmetic component (particles, audio, UI separate) - ✅ Store references in `OnApplyEffect`, use them in `OnRemoveEffect` - ✅ Always call `base.OnApplyEffect()` and `base.OnRemoveEffect()` - ❌ Don't access gameplay logic from cosmetics (maintain separation) **Cleanup:** - ✅ Use `CleansUpSelf = false` unless you need delayed cleanup - ✅ If using `CleansUpSelf = true`, ensure you always destroy the GameObject - ✅ Handle null targets gracefully (target may be destroyed early) - ❌ Don't leak GameObjects by forgetting to clean up ## Recipes ### 1) Buff with % Speed for 5s (refreshable) - Effect: Multiplication `Speed *= 1.5f`, `Duration=5`, `resetDurationOnReapplication=true`, tag `Haste`. - Apply to extend: reapply before expiry to reset the timer. ### 2) Poison: "Poisoned" tag 10s with periodic damage - periodicEffects: add a definition with `interval = 1s`, `maxTicks = 10`, and an empty `modifications` array (ticks drive behaviours) - behaviors: attach a `PoisonDamageBehavior` that applies damage during `OnPeriodicTick` (sample below) - durationType: Duration `10s` (or Infinite if the periodic schedule should drive expiry) - effectTags: `[ "Poisoned" ]` - cosmetics: particles + UI icon - Optional: add an immediate modification for on-apply burst damage ```csharp [CreateAssetMenu(menuName = "Combat/Effects/Poison Damage")] public sealed class PoisonDamageBehavior : EffectBehavior { [SerializeField] private float damagePerTick = 5f; public override void OnPeriodicTick( EffectBehaviorContext context, PeriodicEffectTickContext tickContext ) { if (!context.Target.TryGetComponent(out PlayerHealth health)) { return; } health.ApplyDamage(damagePerTick); } } ``` Pair this with a health component that owns mutable current-health state instead of modelling `CurrentHealth` as an Attribute. ### 3) Equipment Aura: +10 Defense while equipped - durationType: Infinite - modifications: Addition `{ attribute: "Defense", value: 10f }` - Apply on equip, store the handle, remove on unequip. ### 4) One‑off Permanent Bonus - durationType: Instant (returns null) - modifications: Addition or Override on base value (no handle; cannot be removed). ### 5) Stacking Multiple Instances - Set `stackingMode` on the effect asset to control reapplication: - `Stack` keeps separate handles (respecting `maximumStacks`, trimming the oldest when the cap is reached). - `Refresh` reuses the first handle; set `resetDurationOnReapplication = true` if the timer should reset on reapplication. - `Replace` removes existing handles in the same group before adding a new one. - `Ignore` rejects duplicate applications. - Use `stackGroup = CustomKey` with a shared `stackGroupKey` when different assets should share a stack identity. - Inspect active stacks with `EffectHandler.GetEffectStackCount(effect)` or tag counts for debugging and UI. ### 6) Shared vs. Instanced Cosmetics - In `CosmeticEffectData`, set a component’s `RequiresInstance = true` for per‑application instances (e.g., particles). - Keep `RequiresInstance = false` for shared presenters (e.g., status icon overlay). ### Periodic Tick Payloads - Populate the `periodicEffects` list on an `AttributeEffect` to schedule damage/heal-over-time, resource regen, or scripted pulses without external coroutines. - Each definition supports `initialDelay`, `interval`, and `maxTicks` (0 = infinite) plus its own `AttributeModification` bundle applied on every tick. - Periodic payloads run only for Duration/Infinite effects; they automatically stop after `maxTicks` or when the effect handle is removed. - Combine multiple definitions for mixed cadences (e.g., fast minor regen + slower burst heals). ### Effect Behaviours - Attach `EffectBehavior` ScriptableObjects to the `behaviors` list for per-handle runtime logic. - The system clones behaviours on application and calls `OnApply`, `OnTick` (each frame), `OnPeriodicTick` (after periodic payloads fire), and `OnRemove`. - Behaviours are ideal for integrating bespoke systems (e.g., camera shakes, AI hooks, quest tracking) while keeping designer-authored effects data-driven. - Keep behaviours stateless or store per-handle state on the cloned instance; clean up in `OnRemove`. ## Best Practices - Use Addition for flat changes; Multiplication for percentage changes; Override sparingly (wins last). - Use the Attribute Metadata Cache generator to power editor dropdowns for `attribute` names and avoid typos. - Centralize tag strings as constants to prevent mistakes and improve refactor safety. - Prefer shared cosmetics where feasible; instantiate only when the state must be isolated per application. - If reapplication should refresh timers, set `resetDurationOnReapplication = true` on the effect. ### Type-Safe Effect References with Enums Instead of managing effects through inspector references or Resources.Load calls, consider using an enum-based registry for centralized, type-safe access to all your effects: **The Pattern:** ```csharp // 1. Define an enum for all your effects public enum EffectType { HastePotion, StrengthBuff, PoisonDebuff, ShieldBuff, FireDamageOverTime, } // 2. Create a centralized registry public class EffectRegistry : ScriptableObject { [System.Serializable] private class EffectEntry { public EffectType type; public AttributeEffect effect; } [SerializeField] private EffectEntry[] effects; private Dictionary<EffectType, AttributeEffect> effectLookup; private void OnEnable() { effectLookup = effects.ToDictionary(e => e.type, e => e.effect); } public AttributeEffect GetEffect(EffectType type) { return effectLookup.TryGetValue(type, out AttributeEffect effect) ? effect : null; } } // 3. Usage - type-safe and refactorable public class PlayerAbilities : MonoBehaviour { [SerializeField] private EffectRegistry effectRegistry; public void DrinkHastePotion() { // Compiler ensures this effect exists AttributeEffect haste = effectRegistry.GetEffect(EffectType.HastePotion); this.ApplyEffect(haste); // Typos are caught at compile time // effectRegistry.GetEffect(EffectType.HastPotoin); // ❌ Won't compile } } ``` **Using DisplayName for Editor-Friendly Names:** ```csharp using System.ComponentModel; public enum EffectType { [Description("Haste Potion")] HastePotion, [Description("Strength Buff (10s)")] StrengthBuff, [Description("Poison DoT")] PoisonDebuff, [Description("Shield (+50 Defense)")] ShieldBuff, } // Custom PropertyDrawer can display Description in inspector // Or use Unity's [InspectorName] attribute in Unity 2021.2+: // [InspectorName("Haste Potion")] HastePotion, ``` **Cached Name Pattern for Performance:** If you're doing frequent lookups or displaying effect names in UI, cache the enum-to-string mappings: ```csharp public static class EffectTypeExtensions { private static readonly Dictionary<EffectType, string> DisplayNames = new() { { EffectType.HastePotion, "Haste Potion" }, { EffectType.StrengthBuff, "Strength Buff" }, { EffectType.PoisonDebuff, "Poison" }, { EffectType.ShieldBuff, "Shield" }, }; public static string GetDisplayName(this EffectType type) { return DisplayNames.TryGetValue(type, out string name) ? name : type.ToString(); } } // Usage in UI void UpdateEffectTooltip(EffectType effectType) { tooltipText.text = effectType.GetDisplayName(); // No allocations, no typos, refactor-safe } ``` **Benefits:** - ✅ **Type safety** - Compiler catches typos and missing effects - ✅ **Refactoring** - Rename effects across the entire codebase reliably - ✅ **Autocomplete** - IDE suggests all available effects - ✅ **Performance** - Dictionary lookup avoids Resources.Load overhead - ✅ **No magic strings** - Effect references are code symbols, not brittle strings **Drawbacks:** - ⚠️ **Centralization** - All effects must be registered in the enum and registry - ⚠️ **Designer friction** - Programmers must add enum entries for new effects - ⚠️ **Scalability** - With 100+ effects, enum becomes unwieldy (consider categories) - ⚠️ **Asset decoupling** - Effects are tied to code enum, harder to add via mods/DLC **When to Use:** - ✅ Small to medium projects (< 50 effects) - ✅ Programmer-driven effect creation - ✅ Need strong refactoring safety - ✅ Want compile-time validation **When to Avoid:** - ❌ Designer-driven workflows (they can't add enum entries) - ❌ Modding/DLC systems (effects defined outside codebase) - ❌ Very large effect catalogs (enums become bloated) - ❌ Rapid prototyping (slows iteration) --- **Integration with Unity Helpers' Built-in Enum Utilities:** This package already includes high-performance `EnumDisplayNameAttribute` and `ToCachedName()` extensions (see `EnumExtensions.cs:437-478`). You can use these for better performance: ```csharp using WallstopStudios.UnityHelpers.Core.Attributes; using WallstopStudios.UnityHelpers.Core.Extension; public enum EffectType { [EnumDisplayName("Haste Potion")] HastePotion, [EnumDisplayName("Strength Buff (10s)")] StrengthBuff, [EnumDisplayName("Poison DoT")] PoisonDebuff, } // High-performance cached display name (zero allocation after first call) void UpdateEffectTooltip(EffectType effectType) { tooltipText.text = effectType.ToDisplayName(); // Uses EnumDisplayNameCache<T> } // Or use ToCachedName() for the enum's field name without attributes void LogEffect(EffectType effectType) { Debug.Log($"Applied: {effectType.ToCachedName()}"); // Uses EnumNameCache<T> } ``` **Performance characteristics:** - `ToDisplayName()`: O(1) lookup, zero allocations (array-based for enums ≤256 values) - `ToCachedName()`: O(1) lookup, zero allocations, thread-safe with concurrent dictionary - Both use aggressive inlining and avoid boxing This eliminates the need to manually maintain a `DisplayNames` dictionary as shown in the earlier example—the package already provides optimized caching infrastructure. ## API Reference ### AttributeEffect Query Methods **Checking for Tags:** ```csharp // Check if effect has a specific tag bool hasTag = effect.HasTag("Haste"); // Check if effect has any of the specified tags bool hasAny = effect.HasAnyTag(new[] { "Haste", "Speed", "Boost" }); bool hasAnyFromList = effect.HasAnyTag(myTagList); // IReadOnlyList<string> overload ``` **Checking for Attribute Modifications:** ```csharp // Check if effect modifies a specific attribute bool modifiesSpeed = effect.ModifiesAttribute("Speed"); // Get all modifications for a specific attribute using var lease = Buffers<AttributeModification>.List.Get(out List<AttributeModification> mods); effect.GetModifications("Speed", mods); foreach (AttributeModification mod in mods) { Debug.Log($"Action: {mod.action}, Value: {mod.value}"); } ``` ### TagHandler Query Methods **Basic Tag Queries:** ```csharp // Check if a single tag is active if (player.HasTag("Stunned")) { DisableInput(); } // Check if any of the tags are active if (player.HasAnyTag(new[] { "Stunned", "Frozen", "Sleeping" })) { PreventMovement(); } // Check if all tags are active if (player.HasAllTags(new[] { "Wet", "Grounded" })) { ApplyElectricShock(); } // Check if none of the tags are active if (player.HasNoneOfTags(new[] { "Invulnerable", "Untargetable" })) { AllowDamage(); } ``` **Tag Count Queries:** ```csharp // Get the active count for a tag if (player.TryGetTagCount("Poisoned", out int stacks) && stacks >= 3) { TriggerCriticalPoisonWarning(); } // Get all active tags List<string> activeTags = player.GetActiveTags(); foreach (string tag in activeTags) { Debug.Log($"Active tag: {tag}"); } ``` **Collection Type Support:** All tag query methods support multiple collection types with optimized implementations: - `IReadOnlyList<string>` (optimized with index-based iteration) - `List<string>` - `HashSet<string>` - `SortedSet<string>` - `Queue<string>` - `Stack<string>` - `LinkedList<string>` - Any `IEnumerable<string>` ```csharp // Example with different collection types HashSet<string> immunityTags = new() { "Invulnerable", "Immune" }; if (player.HasAnyTag(immunityTags)) { PreventDamage(); } List<string> crowdControlTags = new() { "Stunned", "Rooted", "Silenced" }; if (player.HasNoneOfTags(crowdControlTags)) { EnableAllAbilities(); } ``` ### EffectHandler Query Methods **Effect State Queries:** ```csharp // Check if a specific effect is currently active if (effectHandler.IsEffectActive(hasteEffect)) { ShowHasteIndicator(); } // Get the stack count for an effect int hasteStacks = effectHandler.GetEffectStackCount(hasteEffect); Debug.Log($"Haste stacks: {hasteStacks}"); // Get remaining duration for a specific effect instance if (effectHandler.TryGetRemainingDuration(effectHandle, out float remaining)) { UpdateDurationUI(remaining); } ``` **Effect Manipulation:** ```csharp // Refresh an effect's duration if (effectHandler.RefreshEffect(effectHandle)) { Debug.Log("Effect duration refreshed"); } // Refresh effect ignoring reapplication policy effectHandler.RefreshEffect(effectHandle, ignoreReapplicationPolicy: true); ``` ## FAQ Q: Should I use an Attribute for CurrentHealth? - **No!** Use Attributes for values primarily modified by the effects system (MaxHealth, Speed, AttackDamage). CurrentHealth is modified by multiple systems (combat, healing, regeneration) and should be a regular field. See "Understanding Attributes: What to Model and What to Avoid" section above for details. Mixing direct mutations with effect modifications causes state conflicts and save/load bugs. Q: Why didn't I get an `EffectHandle`? - Instant effects modify the base value permanently and do not return a handle (`null`). Duration/Infinite do. Q: Do modifications stack across multiple effects? - Yes. Each `Attribute` applies all active modifications ordered by action: Addition → Multiplication → Override. Q: How do I remove just one instance of an effect? - Keep the `EffectHandle` returned from `ApplyEffect` and pass it to `RemoveEffect(handle)`. Q: Two systems apply the same tag. Who owns removal? - The tag is reference‑counted. Each application increments the count; removal decrements it. The tag is removed when the count reaches 0. Q: When should I use tags vs. checking stats? - Use tags to represent categorical states (e.g., Stunned/Poisoned/Invulnerable) independent of numeric values. Check stats for numeric thresholds or calculations. Q: How do I check if an effect modifies a specific attribute? - Use `effect.ModifiesAttribute("AttributeName")` to check if an effect contains modifications for a specific attribute, or `effect.GetModifications("AttributeName", buffer)` to retrieve all modifications for that attribute. Q: How do I query tag counts or check multiple tags at once? - Use `TryGetTagCount(tag, out int count)` to get the active count for a tag, `HasAllTags(tags)` to check if all tags are active, or `HasNoneOfTags(tags)` to check if none are active. ## Troubleshooting - Attribute name doesn’t apply - Ensure the `attribute` field matches a public/private `Attribute` field name on an `AttributesComponent` subclass. - Regenerate the Attribute Metadata Cache to update editor dropdowns. - Effect didn’t clean up cosmetics - Confirm `RequiresInstance` is set correctly and components either clean up themselves (`CleansUpSelf`) or are destroyed by `EffectHandler`. - Duration didn’t refresh on reapplication - Set `resetDurationOnReapplication = true` on the `AttributeEffect`. ## Advanced Scenarios: Beyond Buffs and Debuffs While the Effects System handles traditional buff/debuff mechanics well, it can also be used to build **robust capability systems** that drive complex gameplay decisions across your entire codebase. This section explores advanced patterns that use tags extensively for architectural purposes. ### Understanding the Capability Pattern **The Problem with Flags:** Many developers start with hardcoded boolean flags: ```csharp // ❌ OLD WAY: Scattered boolean flags public class PlayerController : MonoBehaviour { public bool isInvulnerable; public bool canDash; public bool hasDoubleJump; public bool isInvisible; // 50+ booleans later... void TakeDamage(float damage) { if (isInvulnerable) return; // ... } void Update() { if (Input.GetKeyDown(KeyCode.Space) && canDash) Dash(); } } // Problems: // 1. Every system needs direct references to check flags // 2. Adding temporary effects requires custom timers // 3. Multiple sources granting same capability = conflicts // 4. No centralized place to see what capabilities exist // 5. Difficult to debug "why can't I do X?" ``` **The Solution - Tag-Based Capabilities:** ```csharp // ✅ NEW WAY: Tag-based capability system public class PlayerController : MonoBehaviour { void TakeDamage(float damage) { // Any system can grant "Invulnerable" tag if (this.HasTag("Invulnerable")) return; // ... } void Update() { // Check capability before allowing action if (Input.GetKeyDown(KeyCode.Space) && this.HasTag("CanDash")) Dash(); } } // Benefits: // 1. Decoupled - systems query tags, don't need direct references // 2. Multiple sources work automatically (reference-counted) // 3. Temporary effects are free - just apply/remove tag // 4. Debuggable - inspect TagHandler to see all active tags // 5. Designer-friendly - add capabilities via ScriptableObjects ``` ### When to Use This Pattern ✅ **Well-suited for:** - **State management** - "Stunned", "Invisible", "Invulnerable", "Flying" - **Capability gating** - "CanDash", "CanDoubleJump", "CanCastSpells" - **System coordination** - "InCombat", "InCutscene", "InDialogue" - **Permission systems** - "HasQuestItem", "UnlockedArea", "CompletedTutorial" - **AI behavior** - "Aggressive", "Fleeing", "Alerted", "Patrolling" - **Complex gameplay** - "Burning", "Wet", "Electrified" (element interactions) ❌ **Not ideal for:** - **Simple one-off checks** - If you only check in one place, a boolean is fine - **Continuous numeric values** - Use Attributes for health, speed, damage - **Performance-critical inner loops** - Cache tag checks outside hot paths ### Pattern 1: Invulnerability System **The Problem:** Many different sources need to grant invulnerability (power-ups, cutscenes, dash moves, debug mode). Without tags, you need complex logic to track all sources. **The Solution:** ```csharp // === Setup (done once by programmer) === // 1. Create invulnerability effects as ScriptableObjects // DashInvulnerability.asset: // - durationType: Duration (0.3 seconds) // - effectTags: ["Invulnerable", "Dashing"] // - cosmeticEffects: flash sprite white // PowerStarInvulnerability.asset: // - durationType: Duration (10 seconds) // - effectTags: ["Invulnerable", "PowerStar"] // - cosmeticEffects: rainbow sparkles + music // DebugInvulnerability.asset: // - durationType: Infinite // - effectTags: ["Invulnerable", "Debug"] // - cosmeticEffects: debug overlay // === Usage (everywhere in codebase) === // Combat system public class CombatSystem : MonoBehaviour { public void TakeDamage(GameObject target, float damage) { // One simple check - doesn't care WHY they're invulnerable if (target.HasTag("Invulnerable")) { Debug.Log("Target is invulnerable!"); return; } // Apply damage... } } // Player dash ability public class DashAbility : MonoBehaviour { [SerializeField] private AttributeEffect dashInvulnerability; public void Dash() { // Grant 0.3s of invulnerability during dash this.ApplyEffect(dashInvulnerability); // Automatically removed after 0.3s } } // Debug menu public class DebugMenu : MonoBehaviour { [SerializeField] private AttributeEffect debugInvulnerability; private EffectHandle? debugHandle; public void ToggleInvulnerability() { if (debugHandle.HasValue) { player.RemoveEffect(debugHandle.Value); debugHandle = null; } else { debugHandle = player.ApplyEffect(debugInvulnerability); } } } // Cutscene controller public class CutsceneController : MonoBehaviour { [SerializeField] private AttributeEffect cutsceneInvulnerability; private EffectHandle? cutsceneHandle; void StartCutscene() { // Prevent player from taking damage during cutscenes cutsceneHandle = player.ApplyEffect(cutsceneInvulnerability); } void EndCutscene() { if (cutsceneHandle.HasValue) player.RemoveEffect(cutsceneHandle.Value); } } // AI system public class EnemyAI : MonoBehaviour { void ChooseTarget() { // Don't waste time attacking invulnerable targets List<GameObject> validTargets = allTargets .Where(t => !t.HasTag("Invulnerable")) .ToList(); // Attack closest valid target... } } ``` **Why This Works:** - ✅ **Multiple sources** - Dash, power-ups, debug mode all grant invulnerability independently - ✅ **Reference-counted** - All sources must end before invulnerability is removed - ✅ **Decoupled** - The combat system doesn't know about dash, debug, or cutscene systems - ✅ **Designer-friendly** - Create new invulnerability sources without code changes - ✅ **Debuggable** - Inspect TagHandler to see exactly why someone is invulnerable **Common Pitfall to Avoid:** ```csharp // ❌ DON'T: Check multiple specific tags if (target.HasTag("DashInvulnerable") || target.HasTag("PowerStarInvulnerable") || target.HasTag("DebugInvulnerable")) { // Now you need to update this everywhere you add a new invulnerability source! } // ✅ DO: Check one general capability tag if (target.HasTag("Invulnerable")) { // Works with all current and future invulnerability sources } ``` ### Pattern 2: Complex AI Decision-Making **The Problem:** AI needs to make decisions based on complex state (player stealth, environmental conditions, buffs, etc.). Without a unified system, you end up with brittle if/else chains. **The Solution:** ```csharp // === Setup effects that grant capability tags === // Stealth.asset: // - effectTags: ["Invisible", "Stealthy"] // - modifications: (none - just tags) // InWater.asset: // - effectTags: ["Wet", "Swimming"] // - modifications: Speed × 0.5 // OnFire.asset: // - effectTags: ["Burning", "OnFire"] // - modifications: Health + (-5 per second) // === AI uses tags to make robust decisions === public class EnemyAI : MonoBehaviour { public void UpdateAI() { GameObject player = FindPlayer(); // 1. Visibility checks if (player.HasTag("Invisible")) { // Can't see invisible targets - use last known position PatrolToLastKnownPosition(); return; } // 2. Threat assessment if (player.HasTag("Invulnerable") && player.HasTag("PowerStar")) { // Player is powered up - flee! Flee(player.transform.position); return; } // 3. Environmental awareness if (this.HasTag("Burning")) { // On fire - prioritize finding water GameObject water = FindNearestWater(); if (water != null) { MoveTowards(water.transform.position); return; } } // 4. Tactical decisions if (player.HasTag("Stunned") || player.HasTag("Slowed")) { // Player is vulnerable - aggressive pursuit AggressiveAttack(player); return; } // 5. Element interactions if (this.HasTag("Wet") && player.HasTag("ElectricWeapon")) { // We're wet and player has electric weapon - dangerous! MaintainDistance(player, minDistance: 10f); return; } // Default behavior ChaseAndAttack(player); } // Helper: Check multiple conditions easily bool CanEngageInCombat() { // Can't fight if we're stunned, fleeing, or in a cutscene return !this.HasTag("Stunned") && !this.HasTag("Fleeing") && !this.HasTag("InCutscene"); } } ``` **Why This Works:** - ✅ **Readable** - AI logic is self-documenting ("if player is invisible") - ✅ **Extensible** - Add new capabilities without modifying AI code - ✅ **Composable** - Combine multiple tags for complex conditions - ✅ **Testable** - Apply tags in tests to verify AI behavior - ✅ **Designer-friendly** - Designers can create new effects that AI automatically responds to ### Pattern 3: Permission and Unlock Systems **The Problem:** Games have many gated systems (abilities, areas, features). Tracking all unlockables with individual booleans becomes unwieldy. **The Solution:** ```csharp // === Setup unlock effects === // UnlockDoubleJump.asset: // - durationType: Infinite (permanent unlock) // - effectTags: ["CanDoubleJump", "HasUpgrade"] // QuestKeyItem.asset: // - durationType: Infinite // - effectTags: ["HasKeyItem", "CanEnterDungeon"] // TutorialComplete.asset: // - durationType: Infinite // - effectTags: ["TutorialComplete", "CanAccessMultiplayer"] // === Usage throughout game systems === // Ability system public class PlayerAbilities : MonoBehaviour { void Update() { // Jump if (Input.GetKeyDown(KeyCode.Space)) { if (isGrounded) { Jump(); } // Double jump only works if unlocked else if (this.HasTag("CanDoubleJump") && !hasUsedDoubleJump) { Jump(); hasUsedDoubleJump = true; } } // Dash if (Input.GetKeyDown(KeyCode.LeftShift)) { if (this.HasTag("CanDash")) {