Class ComboState
Mutable runtime state for the combo system. Increases on consecutive kills, breaks on player damage or timeout. Applies a score multiplier but does NOT affect the countdown timer.
Inherited Members
Namespace: Serenity.Combo.Domain.Entities
Assembly: Serenity.Combo.Domain.dll
Syntax
public class ComboState
Constructors
ComboState()
Creates a new combo state.
Declaration
public ComboState()
Properties
CurrentCombo
Current consecutive kill count.
Declaration
public int CurrentCombo { get; }
Property Value
| Type | Description |
|---|---|
| int |
IsActive
True if a combo is currently active (at least 1 kill in chain).
Declaration
public bool IsActive { get; }
Property Value
| Type | Description |
|---|---|
| bool |
Methods
Add()
Increase combo by one
Declaration
public virtual void Add()
Break()
Breaks the combo.
Declaration
public virtual void Break()
ToSnapshot()
Creates an immutable snapshot of the current combo state.
Declaration
public virtual ComboSnapshot ToSnapshot()
Returns
| Type | Description |
|---|---|
| ComboSnapshot |