base class for character actors
these actors manage how and when exactly actions can start, are started and ended
https://adventure.softleitner.com/manual/character
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virtual bool | StartAction (string name, bool jumpStart=false, bool force=false) |
| attempts to start or queue up an action
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virtual void | EndAction (string name) |
| ends an action and removes it from the actors current actions usually called by actions and actors as they are in control of their progress
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virtual void | AddAction (string name) |
| adds a continuing action
depending on the actor an added action can be interrupted
by a regular action or just be kept running in parallel
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virtual void | RemoveAction (string name) |
| dicontinues an action added by AddAction(CharacterActionBase)
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bool | StartAction (CharacterActionBase characterAction, bool jumpStart=false, bool force=false) |
| attempts to start or queue up an action
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void | EndAction (CharacterActionBase characterAction) |
| ends an action and removes it from the actors current actions usually called by actions and actors as they are in control of their progress
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void | AddAction (CharacterActionBase characterAction) |
| adds a continuing action
depending on the actor an added action can be interrupted
by a regular action or just be kept running in parallel
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void | RemoveAction (CharacterActionBase characterAction) |
| dicontinues an action added by AddAction(CharacterActionBase)
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virtual CharacterActionBase | GetAction (string name) |
| retrieves an action that is known by its name
actions are usually known by being children of the actor
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virtual void | OnMessage (string parameter) |
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virtual void | OnInput (bool parameter) |
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virtual void | OnInput (int parameter) |
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virtual void | OnInput (Vector2 parameter) |
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◆ AddAction() [1/2]
adds a continuing action
depending on the actor an added action can be interrupted
by a regular action or just be kept running in parallel
- Parameters
-
◆ AddAction() [2/2]
virtual void AdventureCore.CharacterActorBase.AddAction |
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string | name | ) |
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virtual |
adds a continuing action
depending on the actor an added action can be interrupted
by a regular action or just be kept running in parallel
- Parameters
-
name | name of the action to start(action has to be known to the actor by being a child of it for example) |
◆ EndAction() [1/2]
ends an action and removes it from the actors current actions usually called by actions and actors as they are in control of their progress
- Parameters
-
◆ EndAction() [2/2]
virtual void AdventureCore.CharacterActorBase.EndAction |
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string | name | ) |
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virtual |
ends an action and removes it from the actors current actions usually called by actions and actors as they are in control of their progress
- Parameters
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name | name of the action to start(action has to be known to the actor by being a child of it for example) |
◆ GetAction()
retrieves an action that is known by its name
actions are usually known by being children of the actor
- Parameters
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name | name of the action to retrieve |
- Returns
- the action that was found by the name, if any
◆ RemoveAction() [1/2]
◆ RemoveAction() [2/2]
virtual void AdventureCore.CharacterActorBase.RemoveAction |
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string | name | ) |
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virtual |
dicontinues an action added by AddAction(CharacterActionBase)
- Parameters
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name | name of the action to start(action has to be known to the actor by being a child of it for example) |
◆ StartAction() [1/2]
bool AdventureCore.CharacterActorBase.StartAction |
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CharacterActionBase | characterAction, |
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bool | jumpStart = false, |
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bool | force = false ) |
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abstract |
attempts to start or queue up an action
- Parameters
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characterAction | the action to start |
jumpStart | action should jump to its end |
force | start action immediately regardless of current actions |
- Returns
- whether the action has actually been started or at last sheduled
◆ StartAction() [2/2]
virtual bool AdventureCore.CharacterActorBase.StartAction |
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string | name, |
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bool | jumpStart = false, |
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bool | force = false ) |
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virtual |
attempts to start or queue up an action
- Parameters
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name | name of the action to start(action has to be known to the actor by being a child of it for example) |
jumpStart | action should jump to its end |
force | start action immediately regardless of current actions |
- Returns
- whether the action has actually been started or at last sheduled
◆ AssociatedCharacter
CharacterBase AdventureCore.CharacterActorBase.AssociatedCharacter |
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get |