ActionAdventureKit 1.8.0
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action that plays an animation and adds items to the characters inventory, destroys itself afterwards
the animation needs to send a START and END message!(Function:OnAnimation Parameter:START/END)
has built in persistence so it does not need an extra persister
if persistence states it has been used previously it fires its events and destroys itself on start
Public Member Functions | |
override bool | CanStart (CharacterActorBase actor) |
override void | OnStart (CharacterActorBase actor, bool jumpStart=false) |
override void | OnEnd (CharacterActionBase next) |
override void | OnMessage (string parameter) |
override string | GetName () |
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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) |
virtual bool | CanEnd (CharacterActionBase next) |
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) |
Public Attributes | |
string | CharacterTriggerName |
PlayableAnimationParameters | CharacterAnimation |
ItemQuantity | Items |
ItemQuantity[] | ItemsArray |
string | PersistenceKey |
PersistenceArea | PersistenceArea |
string | StartMessage = "START" |
string | EndMessage = "END" |
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CharacterInstructionBase[] | Instructions |
CharacterActorBase | Owner |
CharacterActionInputType | InputType |
CharacterActionBase | Next |
UnityEvent< string > | MessageReceived |
MessageEvent[] | MessageEvents |
UnityEvent | Starting |
UnityEvent | Ending |
Protected Types | |
enum | ActionState { None , Triggered , Started , Ended } |
Protected Member Functions | |
override void | OnDestroy () |
virtual void | setActionState (ActionState state) |
virtual void | addItems () |
virtual void | onAnimationFinished (PlayableAnimation a) |
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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) |
Protected Attributes | |
ActionState | _state |
PlayableAnimation | _animation |
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bool | _isDestroyed = false |
Properties | |
PlayableAnimation | PlayableAnimation [get] |
Animator | PlayableAnimationTarget [get] |
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CharacterActorBase | Actor [get] |
CharacterBase | AssociatedCharacter [get] |
character that owns or is otherwise associted with the object | |
virtual bool | IsAvailable [get, set] |
IsAvailable asserts whether an action is availabel at all, even if it can't be started. | |
virtual bool | IsHappening [get] |
whether the action is currently being executed | |
virtual bool | IsHappeningWithNext [get] |
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Additional Inherited Members | |
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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. | |
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) | |
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inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
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inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
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inlineprotectedvirtual |
Reimplemented from AdventureCore.CharacterActionBase.
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inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
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inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
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inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
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get |
Implements AdventureCore.IPlayAnimation.
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get |
Implements AdventureCore.IPlayAnimation.