a character action that represents a simple animation like jumping or rolling
when using TriggerName the animation has to send the START and END messages, RELEASE when Release is checked
CharacterAnimation can be used instead of triggering an animation on the characters animator, in this case START is not necessary and END is optional
https://adventure.softleitner.com/manual/acting
|
override bool | CanStart (CharacterActorBase actor) |
|
override void | OnStart (CharacterActorBase actor, bool jumpStart=false) |
|
override bool | CanEnd (CharacterActionBase next) |
|
override void | OnEnd (CharacterActionBase next) |
|
override void | OnMessage (string parameter) |
|
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) |
|
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 | OnInput (bool parameter) |
|
virtual void | OnInput (int parameter) |
|
virtual void | OnInput (Vector2 parameter) |
|
virtual string | GetName () |
|
|
virtual void | setActionState (ActionState state) |
|
virtual void | onAnimationFinished (PlayableAnimation a) |
|
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) |
|
|
enum | CharacterActionInputType { Perform = 0
, PerformCancel = 1
, Start = 10
, StartCancel = 11
} |
|
static bool | checkMessage (string parameter, string message) |
|
bool | _isDestroyed = false |
|
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)
|
|