ActionAdventureKit 1.7.3
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character actions are, very loosely, defined as anything a character does in the game
they typicall have a start and end and may only be started in the right circumstances
they are used to encapsulate some behaviour for a character which can then be put on the character itself or some other object it may interact with
for example a jump would be an action directly on a character, climbing a ladder or swinging a weapon are actions that are added to the pertaining object
Public Types | |
enum | CharacterActionInputType { Perform = 0 , PerformCancel = 1 , Start = 10 , StartCancel = 11 } |
Public Member Functions | |
void | BindInput (InputAction inputAction) |
void | UnbindInput (InputAction inputAction) |
virtual void | Input (InputAction.CallbackContext callbackContext) |
virtual void | Input (InputAction.CallbackContext callbackContext, CharacterActorBase actor) |
virtual void | InputClick (CharacterActorBase actor) |
virtual void | InputDown (CharacterActorBase actor) |
virtual void | InputUp (CharacterActorBase actor) |
virtual bool | CanStart (CharacterActorBase actor) |
virtual void | OnStart (CharacterActorBase actor, bool jumpStart=false) |
virtual bool | CanEnd (CharacterActionBase next) |
virtual void | OnEnd (CharacterActionBase next) |
void | ForceAction (bool jumpStart=false) |
convenience method for inspector events that calls StartAction(bool, bool) with force=true | |
void | JumpStartAction (bool force=false) |
convenience method for inspector events that calls StartAction(bool, bool) with jumpStart=true | |
void | StartAction () |
overload of StartAction(bool, bool) without a return type so it can be found in event triggers in the inspector | |
bool | StartAction (bool jumpStart=false, bool force=false) |
virtual bool | StartAction (CharacterActorBase actor, bool jumpStart=false, bool force=false) |
virtual void | EndAction () |
virtual void | AddAction (CharacterActorBase actor) |
virtual void | RemoveAction (CharacterActorBase actor) |
virtual void | SendCharacterMessages (string e) |
virtual void | SendCharacterMessage (string e) |
virtual void | MoveCharacter (Transform transform) |
virtual void | OnMessage (string parameter) |
virtual void | OnInput (bool parameter) |
virtual void | OnInput (int parameter) |
virtual void | OnInput (Vector2 parameter) |
virtual string | GetName () |
Public Attributes | |
CharacterInstructionBase[] | Instructions |
CharacterActorBase | Owner |
CharacterActionInputType | InputType |
CharacterActionBase | Next |
UnityEvent< string > | MessageReceived |
MessageEvent[] | MessageEvents |
UnityEvent | Starting |
UnityEvent | Ending |
Protected Member Functions | |
virtual void | OnDestroy () |
virtual void | OnEnable () |
virtual void | OnDisable () |
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) |
void | onCanStartChanged () |
void | onCanEndChanged () |
void | addInstructions (IEnumerable< CharacterInstructionBase > instructions) |
void | removeInstructions (IEnumerable< CharacterInstructionBase > instructions) |
void | addInstruction (CharacterInstructionBase instruction) |
void | removeInstruction (CharacterInstructionBase instruction) |
Static Protected Member Functions | |
static bool | checkMessage (string parameter, string message) |
Protected Attributes | |
bool | _isDestroyed = false |
Properties | |
CharacterActorBase | Actor [get] |
CharacterBase | AssociatedCharacter [get] |
character that owns or is otherwise associted with the object | |
virtual bool | IsAvailable [get, set] |
IsAvailable asserts whether an action is availabel at all, even if it can't be started. | |
virtual bool | IsHappening [get] |
whether the action is currently being executed | |
virtual bool | IsHappeningWithNext [get] |
Properties inherited from AdventureCore.ICharacterAssociator |
Events | |
Action< bool > | IsAvailableChanged |
IsAvailable asserts whether an action is availabel at all, even if it can't be started. | |
Action< bool > | IsHappeningChanged |
fired when the action starts and ends | |
Action< CharacterActionBase > | CanStartChanged |
fired when whether the action can be started changes | |
Action< CharacterActionBase > | CanEndChanged |
fired when whether the action can be ended changes some actions can be ended before they end on their own(released motions for example) | |
void AdventureCore.CharacterActionBase.ForceAction | ( | bool | jumpStart = false | ) |
convenience method for inspector events that calls StartAction(bool, bool) with force=true
jumpStart |
void AdventureCore.CharacterActionBase.JumpStartAction | ( | bool | force = false | ) |
convenience method for inspector events that calls StartAction(bool, bool) with jumpStart=true
force |
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get |
character that owns or is otherwise associted with the object
Implements AdventureCore.ICharacterAssociator.