base class for characters which are, in a way, the brain of the operation
characters are the central component that provide access to and coordinate all the other systems(attributes, resources, inventory, movement, actions)
they typically handle and redirect input or ai and posess a simple messaging system which is usually forwarded to actors and actions
https://adventure.softleitner.com/manual/character
|
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 () |
|