base class for actions that can use their own animator controllers which overrides the characters
by default the controller is started with the action and when it finishes it also ends the action
https://adventure.softleitner.com/manual/acting
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override void | OnStart (CharacterActorBase actor, bool jumpStart=false) |
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override void | OnEnd (CharacterActionBase next) |
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void | BindInput (InputAction inputAction) |
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void | UnbindInput (InputAction inputAction) |
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virtual void | Input (InputAction.CallbackContext callbackContext) |
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virtual void | Input (InputAction.CallbackContext callbackContext, CharacterActorBase actor) |
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virtual void | InputClick (CharacterActorBase actor) |
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virtual void | InputDown (CharacterActorBase actor) |
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virtual void | InputUp (CharacterActorBase actor) |
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virtual bool | CanStart (CharacterActorBase actor) |
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virtual bool | CanEnd (CharacterActionBase next) |
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void | ForceAction (bool jumpStart=false) |
| convenience method for inspector events that calls StartAction(bool, bool) with force=true
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void | JumpStartAction (bool force=false) |
| convenience method for inspector events that calls StartAction(bool, bool) with jumpStart=true
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void | StartAction () |
| overload of StartAction(bool, bool) without a return type so it can be found in event triggers in the inspector
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bool | StartAction (bool jumpStart=false, bool force=false) |
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virtual bool | StartAction (CharacterActorBase actor, bool jumpStart=false, bool force=false) |
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virtual void | EndAction () |
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virtual void | AddAction (CharacterActorBase actor) |
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virtual void | RemoveAction (CharacterActorBase actor) |
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virtual void | SendCharacterMessages (string e) |
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virtual void | SendCharacterMessage (string e) |
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virtual void | MoveCharacter (Transform transform) |
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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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virtual string | GetName () |
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virtual void | SetCharacter (CharacterBase character) |
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enum | CharacterActionInputType { Perform = 0
, PerformCancel = 1
, Start = 10
, StartCancel = 11
} |
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static bool | checkMessage (string parameter, string message) |
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Action< bool > | IsAvailableChanged |
| IsAvailable asserts whether an action is availabel at all, even if it can't be started.
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Action< bool > | IsHappeningChanged |
| fired when the action starts and ends
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Action< CharacterActionBase > | CanStartChanged |
| fired when whether the action can be started changes
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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)
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