moves a NavMeshAgentMovement cyclically between the specified points
automatically saves its current index into the movements persister with subkey 'PAT'
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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override void | OnInput (bool parameter) |
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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 | 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 (int parameter) |
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virtual void | OnInput (Vector2 parameter) |
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virtual string | GetName () |
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const string | PERSISTENCE_SUB_KEY = "PAT" |
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Action< int > | IndexChanged |
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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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enum | CharacterActionInputType { Perform = 0
, PerformCancel = 1
, Start = 10
, StartCancel = 11
} |
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virtual void | OnDestroy () |
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virtual void | OnEnable () |
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virtual void | OnDisable () |
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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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void | onCanStartChanged () |
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void | onCanEndChanged () |
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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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bool | _isDestroyed = false |
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CharacterActorBase | Actor [get] |
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CharacterBase | AssociatedCharacter [get] |
| character that owns or is otherwise associted with the object
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virtual bool | IsAvailable [get, set] |
| IsAvailable asserts whether an action is availabel at all, even if it can't be started.
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virtual bool | IsHappening [get] |
| whether the action is currently being executed
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virtual bool | IsHappeningWithNext [get] |
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◆ OnEnd()
◆ OnInput()
override void AdventureCore.NavPatrolAction.OnInput |
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bool | parameter | ) |
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inlinevirtual |
◆ OnStart()
override void AdventureCore.NavPatrolAction.OnStart |
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CharacterActorBase | actor, |
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bool | jumpStart = false ) |
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inlinevirtual |