ActionAdventureKit 1.8.0
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special triggered damage sender that returns its current movement direction as its damage direction
useful for moving weapons that change direction and should apply damage in their current movement direction
Public Member Functions | |
override Vector3 | GetDirection (IDamageReceiver receiver) |
calculates direction of damage between this sender and a receiver | |
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virtual void | Activate () |
virtual void | Activate (float modifier) |
virtual void | Deactivate () |
void | Send () |
virtual void | SendCharacterMessages (string e) |
virtual void | SendCharacterMessage (string e) |
virtual Vector3 | GetPosition () |
position of the receiver, may be used to determine damage direction | |
virtual bool | PreDamage (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 | OnDamage (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 | PostDamage (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 | |
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virtual void | AddItem (TItem item) |
virtual void | RemoveItem (TItem item) |
Protected Member Functions | |
override void | Update () |
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override void | OnDisable () |
override void | onItemAdded (TriggerDamageReceiver item) |
override void | onItemRemoved (TriggerDamageReceiver item) |
virtual void | assignDamageVector (DamageEvent e) |
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virtual void | OnEnable () |
virtual void | OnTriggerEnter2D (Collider2D collider) |
virtual void | OnTriggerExit2D (Collider2D collider) |
virtual void | OnTriggerEnter (Collider collider) |
virtual void | OnTriggerExit (Collider collider) |
void | clear () |
virtual void | tryAdd (Component component) |
virtual void | tryRemove (Component component) |
virtual void | onItemAdded (TItem item) |
virtual void | onItemRemoved (TItem item) |
Additional Inherited Members | |
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enum | DirectionMode { Forward , Up , Right , SenderToReceiver , SenderToReceiverXZ , None } |
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CharacterBase | Character |
DamageParameter[] | Damages |
DirectionMode | Direction |
float | Magnitude = 0f |
bool | SendStart = true |
bool | SendTick = false |
bool | SendEnd = false |
float | TickRate |
bool | SendOnce |
UnityEvent | Damaged |
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UnityEvent< TItem > | ItemAdded |
UnityEvent< TItem > | ItemRemoved |
UnityEvent | ItemsChanged |
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Dictionary< TriggerDamageReceiver, DamageInstance > | _instances = new Dictionary<TriggerDamageReceiver, DamageInstance>() |
List< TriggerDamageReceiver > | _sent = new List<TriggerDamageReceiver>() |
List< CharacterBase > | _sentCharacters = new List<CharacterBase>() |
float | _modifier = 1f |
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Dictionary< TItem, int > | _items |
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CharacterBase | AssociatedCharacter [get] |
character that owns or is otherwise associted with the object | |
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IEnumerable< TItem > | Items [get] |
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virtual |
calculates direction of damage between this sender and a receiver
receiver |
Reimplemented from AdventureCore.TriggerDamageSender.
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inlineprotectedvirtual |
Reimplemented from AdventureCore.TriggerDamageSender.