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AdventureCore.AnimatedCharacterBase< TActor, TMovement, TInventory > Class Template Referenceabstract
Inheritance diagram for AdventureCore.AnimatedCharacterBase< TActor, TMovement, TInventory >:
AdventureCore.CharacterBaseTyped< TActor, TMovement, TInventory > AdventureCore.CharacterBase AdventureCore.IDamageReceiver AdventureCore.ICharacterAssociator

Additional Inherited Members

- Public Member Functions inherited from AdventureCore.CharacterBase
virtual void SetTrigger (string name)
 
virtual void SetBoolTrue (string name)
 
virtual void SetBoolFalse (string name)
 
virtual void SetBool (string name, bool value)
 
virtual void SetIntZero (string name)
 
virtual void SetIntOne (string name)
 
virtual void SetInt (string name, int value)
 
virtual void SetFloat (string name, float value)
 
virtual void SetState (string name)
 
virtual void SetTrigger (int id)
 
virtual void SetBool (int id, bool value)
 
virtual void SetInt (int id, int value)
 
virtual void SetFloat (int id, float value)
 
virtual void SetState (int id)
 
virtual bool GetBool (string name)
 
virtual int GetInt (string name)
 
virtual float GetFloat (string name)
 
virtual bool GetBool (int id)
 
virtual int GetInt (int id)
 
virtual float GetFloat (int id)
 
virtual void OnAnimation (string e)
 default method for receiving messages from animators
 
virtual void ApplyRootMotion (Animator animator)
 default method for receiving root motion from animators, forwarded to movement
 
virtual void ApplyInverseKinematics (int layer)
 default method for receiving inverse kinematics
 
virtual CharacterActionBase GetAction (string name)
 retrieves an action that is known by its name
actions are usually known by being children of the main actor
 
virtual void OnMessages (string e)
 use when a single string has to be split into several messages
by default the parameter is split by spaces
 
virtual void OnMessage (string e)
 puts a message into the characters messaging pipeline
 
virtual void OnConfirm (InputAction.CallbackContext callbackContext)
 
virtual void Confirm ()
 
virtual void OnCancel (InputAction.CallbackContext callbackContext)
 
virtual void Cancel ()
 
void OnDirection (InputAction.CallbackContext callbackContext)
 
void OnDirection (InputValue value)
 
virtual void OnDirection (Vector2 value)
 
void AddInstructions (IEnumerable< CharacterInstructionBase > instructions)
 
void RemoveInstructions (IEnumerable< CharacterInstructionBase > instructions)
 
void AddInstruction (CharacterInstructionBase instruction)
 
void RemoveInstruction (CharacterInstructionBase instruction)
 
virtual bool PreDamageSend (IDamageSender sender, IDamageReceiver receiver)
 
virtual void OnDamageSend (DamageEvent e)
 
virtual void PostDamageSend (IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events)
 
virtual bool PreDamageReceive (IDamageSender sender, IDamageReceiver receiver)
 called before any real damage handling to check if the handling is valid and should continue
for example if a character is currently dodging damage handling can be cancelled here
 
virtual void OnDamageReceive (DamageEvent e)
 this is where the main damage handling should take place and damage vectors are assigned
OnDamage is called in the order Sender > Receiver > Damage
for example if a character is wearing protective gear it may reduce the damage value here
this method is called for every damage parameter see DamageEvent for more details
 
virtual void PostDamageReceive (IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events)
 called after alle the damages have been applied
this is a good spot to react to the change of state that has been done by the damages
for example death or destruction if health was reduced to 0 by the damages
 
virtual void Hide ()
 
virtual void Show ()
 
void PauseAnimator (float seconds)
 
void PauseAnimator (int frames)
 
void Replace (GameObject prefab)
 
virtual string GetName ()
 
- Static Public Member Functions inherited from AdventureCore.CharacterBase
static CharacterBase GetCharacter (string key)
 
static CharacterBase GetCharacterByName (string name)
 
- Public Attributes inherited from AdventureCore.CharacterBaseTyped< TActor, TMovement, TInventory >
TActor Actor
 
TMovement Movement
 
TInventory Inventory
 
- Public Attributes inherited from AdventureCore.CharacterBase
Animator Animator
 
PersisterBase Persister
 
UnityEvent< string > MessageReceived
 
MessageEvent[] MessageEvents
 
ResourcePool ResourcePool
 
AttributePool AttributePool
 
EffectPool EffectPool
 
UnityEvent< DamageEventDamaging
 
UnityEvent< DamageEvent[]> Damaged
 
- Protected Member Functions inherited from AdventureCore.CharacterBase
virtual void Awake ()
 
virtual void Start ()
 
virtual void OnDestroy ()
 
virtual void refreshInstructions ()
 
- Properties inherited from AdventureCore.CharacterBaseTyped< TActor, TMovement, TInventory >
override CharacterActorBase ActorBase [get]
 
override MovementBase MovementBase [get]
 
override InventoryBase InventoryBase [get]
 
- Properties inherited from AdventureCore.CharacterBase
virtual bool IsSendDamageSuspended [get, set]
 
virtual bool IsReceiveDamageSuspended [get, set]
 
virtual bool IsControlSuspended [get, set]
 
virtual Transform Root [get]
 
virtual Vector3 Position [get]
 
IReadOnlyList< CharacterInstructionBaseCurrentInstructions [get]
 
virtual CharacterActorBase ActorBase [get]
 
virtual MovementBase MovementBase [get]
 
virtual InventoryBase InventoryBase [get]
 
CharacterBase AssociatedCharacter [get]
 character that owns or is otherwise associted with the object
 
static IReadOnlyList< CharacterBaseCharacters [get]
 
- Properties inherited from AdventureCore.ICharacterAssociator
- Events inherited from AdventureCore.CharacterBase
Action< int > ApplyingIK
 
Action Destroyed
 
static Action< CharacterBaseCharacterAdded
 
static Action< CharacterBaseCharacterRemoved