GASify
  • Introduction
  • Overview
  • Installation
  • Basic Usage
  • Ability System Component (ASC)
    • Attributes
    • Attribute Processors
    • Targetting System
  • Gameplay Ability (GA)
    • Gameplay Ability Implementations
    • Creating New Abilities
  • Gameplay Effect (GE)
    • Modifier
    • Calculation (GEC)
    • Behaviour (GEB)
  • Gameplay Tag
  • Gameplay Cue
  • Data Groups
  • Cookbook 🥣
  • Multiplayer / Networking
  • Contact & Note
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Gameplay Tag

PreviousBehaviour (GEB)NextGameplay Cue

Last updated 1 year ago

GameplayTags are names used to classify and describe the state of an object.

They are useful for categorizing and identifying the properties or status of an entity (ASC).

For example, a character being "stunned" could be assigned a "State.Debuff.Stun" gameplay tag to represent its current condition. These tags can replace traditional boolean or enum-based handling and enable boolean logic to determine if objects possess specific tags.

But they can also be used to represent other things unrelated to the ASC.

Examples of gameplay tags include "Enemy.Boss", "Weapon.Ranged", "Environment.Underwater", and "Status.Poisoned".

They are registed in the Cue Library to associate a gameplay tag with a prefab to be instantiated.

GameplayTags are used to identify which will be triggered.

GameplayCues