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<!DOCTYPE html>
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<title>Namespace GameplayAbilitySystem.Interfaces
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<article class="content wrap" id="_content" data-uid="GameplayAbilitySystem.Interfaces">
<h1 id="GameplayAbilitySystem_Interfaces" data-uid="GameplayAbilitySystem.Interfaces" class="text-break">Namespace GameplayAbilitySystem.Interfaces
</h1>
<div class="markdown level0 summary"></div>
<div class="markdown level0 conceptual"></div>
<div class="markdown level0 remarks"></div>
<h3 id="classes">Classes
</h3>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.GameplayEffectModifierTagCollection.html">GameplayEffectModifierTagCollection</a></h4>
<section><p>Defines tags that must be present/must not be present on a <a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayAbilitySystem.html">IGameplayAbilitySystem</a></p>
</section>
<h3 id="interfaces">Interfaces
</h3>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.IAbilityTags.html">IAbilityTags</a></h4>
<section></section>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.IAddedRemovedTags.html">IAddedRemovedTags</a></h4>
<section><p>List of added or removed tags. We only have added tags for now, but maybe we might need removed tags in the future?</p>
</section>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.IAttribute.html">IAttribute</a></h4>
<section><p>Attributes are used to define parameters (such as health, speed) for a character.</p>
</section>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.IAttributeSet.html">IAttributeSet</a></h4>
<section><p>
An <a class="xref" href="GameplayAbilitySystem.Interfaces.IAttributeSet.html">IAttributeSet</a> defines the list of <a class="xref" href="GameplayAbilitySystem.Interfaces.IAttribute.html">IAttribute</a> that a player (that has an <a class="xref" href="GameplayAbilitySystem.AbilitySystemComponent.html">AbilitySystemComponent</a>) possesses.
The attributes themselves are assigned to the <a class="xref" href="GameplayAbilitySystem.Interfaces.IAttributeSet.html">IAttributeSet</a> by dragging <see cref="!:ScriptableObject"></see> of type
<a class="xref" href="GameplayAbilitySystem.Interfaces.IAttribute.html">IAttribute</a> to the <a class="xref" href="GameplayAbilitySystem.Interfaces.IAttributeSet.html">IAttributeSet</a> in the Unity Inspector.
</p>
<p>
This will usually include <a class="xref" href="GameplayAbilitySystem.Interfaces.IAttribute.html">IAttribute</a>s such as Health, Mana, Speed, etc.
</p>
</section>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayAbility.html">IGameplayAbility</a></h4>
<section><p>This interfaces defines Gameplay Abilities. Gameplay Abilities represent "things" that players can cast, etc.
E.g. a <a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayAbility.html">IGameplayAbility</a> might represent a fireball ability which the player casts and which damages a target</p>
</section>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayAbilitySystem.html">IGameplayAbilitySystem</a></h4>
<section><p>The <a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayAbilitySystem.html">IGameplayAbilitySystem</a> is the primary component of the Gameplay Ability System.
Every component that needs to participate with the Ability System (such as receiving or dealing damage)
needs to have this component.</p>
</section>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayCooldown.html">IGameplayCooldown</a></h4>
<section><p>This is used to represent cooldowns for a <a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayAbility.html">IGameplayAbility</a>.<br>
Multiple <a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayCooldown.html">IGameplayCooldown</a> can be set for an ability to represent multiple
shared cooldowns (e.g. a global cooldown shared by all abilities, and a <a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayAbility.html">IGameplayAbility</a> specific cooldown)</p>
</section>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayCost.html">IGameplayCost</a></h4>
<section><p>Represents the cost of a <a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayAbility.html">IGameplayAbility</a>.
The <a class="xref" href="GameplayAbilitySystem.GameplayEffects.GameplayEffect.html">GameplayEffect</a> defines the actual cost of the ability by describing which <a class="xref" href="GameplayAbilitySystem.Interfaces.IAttribute.html">IAttribute</a> are reduced on the
casting <a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayAbilitySystem.html">IGameplayAbilitySystem</a> (e.g. mana)</p>
</section>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayEffectModifier.html">IGameplayEffectModifier</a></h4>
<section><p>This class defines how a <a class="xref" href="GameplayAbilitySystem.GameplayEffects.GameplayEffect.html">GameplayEffect</a> modifies attributes (e.g. doing damage, healing)</p>
</section>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayEffectPolicy.html">IGameplayEffectPolicy</a></h4>
<section><p>This is used to define how long the <a class="xref" href="GameplayAbilitySystem.GameplayEffects.GameplayEffect.html">GameplayEffect</a> lasts, and what it does (e.g. how much damage)</p>
</section>
<h4><a class="xref" href="GameplayAbilitySystem.Interfaces.IGameplayEffectTags.html">IGameplayEffectTags</a></h4>
<section><p>Gameplay effect tags</p>
</section>
</article>
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