generic base for characters, allows the character implementation to define the type of actor, movement and inventory it needs in its signature
- Template Parameters
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TActor | |
TMovement | |
TInventory | |
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virtual void | SetTrigger (string name) |
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virtual void | SetBoolTrue (string name) |
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virtual void | SetBoolFalse (string name) |
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virtual void | SetBool (string name, bool value) |
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virtual void | SetIntZero (string name) |
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virtual void | SetIntOne (string name) |
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virtual void | SetInt (string name, int value) |
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virtual void | SetFloat (string name, float value) |
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virtual void | SetState (string name) |
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virtual void | SetTrigger (int id) |
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virtual void | SetBool (int id, bool value) |
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virtual void | SetInt (int id, int value) |
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virtual void | SetFloat (int id, float value) |
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virtual void | SetState (int id) |
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virtual bool | GetBool (string name) |
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virtual int | GetInt (string name) |
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virtual float | GetFloat (string name) |
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virtual bool | GetBool (int id) |
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virtual int | GetInt (int id) |
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virtual float | GetFloat (int id) |
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virtual void | OnAnimation (string e) |
| default method for receiving messages from animators
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virtual void | ApplyRootMotion (Animator animator) |
| default method for receiving root motion from animators, forwarded to movement
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virtual void | ApplyInverseKinematics (int layer) |
| default method for receiving inverse kinematics
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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 main actor
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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
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virtual void | OnMessage (string e) |
| puts a message into the characters messaging pipeline
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virtual void | OnConfirm (InputAction.CallbackContext callbackContext) |
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virtual void | Confirm () |
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virtual void | OnCancel (InputAction.CallbackContext callbackContext) |
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virtual void | Cancel () |
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void | OnDirection (InputAction.CallbackContext callbackContext) |
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void | OnDirection (InputValue value) |
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virtual void | OnDirection (Vector2 value) |
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void | AddInstructions (IEnumerable< CharacterInstructionBase > instructions) |
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void | RemoveInstructions (IEnumerable< CharacterInstructionBase > instructions) |
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void | AddInstruction (CharacterInstructionBase instruction) |
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void | RemoveInstruction (CharacterInstructionBase instruction) |
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virtual bool | PreDamageSend (IDamageSender sender, IDamageReceiver receiver) |
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virtual void | OnDamageSend (DamageEvent e) |
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virtual void | PostDamageSend (IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events) |
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virtual bool | PreDamageReceive (IDamageSender sender, IDamageReceiver receiver) |
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virtual void | OnDamageReceive (DamageEvent e) |
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virtual void | PostDamageReceive (IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events) |
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virtual void | Hide () |
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virtual void | Show () |
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void | Replace (GameObject prefab) |
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virtual string | GetName () |
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static CharacterBase | GetCharacter (string key) |
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static CharacterBase | GetCharacterByName (string name) |
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virtual void | Awake () |
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virtual void | Start () |
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virtual void | OnDestroy () |
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virtual void | refreshInstructions () |
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Action< int > | ApplyingIK |
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Action | Destroyed |
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static Action< CharacterBase > | CharacterAdded |
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static Action< CharacterBase > | CharacterRemoved |
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