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    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.

    Inheritance
    object
    ComboState
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    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
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