|
ActionAdventureKit 1.9.3
|
special triggered damage sender that moves itself gets destroyed once it has done damage or hits the environment
Public Member Functions | |
| override 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 | |
| override 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 | |
| void | Redirect (Vector3 direction) |
| void | RedirectXZ (Vector3 direction) |
| void | Redirect (DamageEvent e) |
| void | RedirectBack () |
| void | Instantiate () |
| void | InstantiateCharacterForward () |
Public Member Functions inherited from AdventureCore.TriggerDamageSender | |
| 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 Vector3 | GetDirection (IDamageReceiver receiver) |
| calculates direction of damage between this sender and a receiver | |
| 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 | SetCharacter (CharacterBase character) |
Public Member Functions inherited from AdventureCore.TriggerArea< TriggerDamageSender, TriggerDamageReceiver > | |
| virtual void | AddItem (TItem item) |
| virtual void | RemoveItem (TItem item) |
Public Attributes | |
| float | Speed |
| float | Gravity |
| GameObject | DestroyedPrefab |
| bool | AttachDestroyed = true |
| LayerMask | Environment |
| bool | Piercing |
Public Attributes inherited from AdventureCore.TriggerDamageSender | |
| CharacterBase | Character |
| DamageParameter[] | Damages |
| DamageModifier[] | Modifiers |
| DamageMessage[] | Messages |
| DirectionMode | Direction |
| float | Magnitude = 0f |
| bool | SendStart = true |
| bool | SendTick = false |
| bool | SendEnd = false |
| float | TickRate |
| bool | SendOnce |
| UnityEvent | Damaged |
Public Attributes inherited from AdventureCore.TriggerArea< TriggerDamageSender, TriggerDamageReceiver > | |
| UnityEvent< TItem > | ItemAdded |
| UnityEvent< TItem > | ItemRemoved |
| UnityEvent | ItemsChanged |
Protected Member Functions | |
| override void | Update () |
| override void | OnTriggerEnter (Collider other) |
Protected Member Functions inherited from AdventureCore.TriggerDamageSender | |
| override void | OnDisable () |
| override void | onItemAdded (TriggerDamageReceiver item) |
| override void | onItemRemoved (TriggerDamageReceiver item) |
| virtual void | assignDamageVector (DamageEvent e) |
Protected Member Functions inherited from AdventureCore.TriggerArea< TriggerDamageSender, TriggerDamageReceiver > | |
| virtual void | OnEnable () |
| virtual void | OnTriggerEnter2D (Collider2D collider) |
| virtual void | OnTriggerExit2D (Collider2D 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) |
|
inlineprotectedvirtual |
Reimplemented from AdventureCore.TriggerArea< TriggerDamageSender, TriggerDamageReceiver >.
|
inlinevirtual |
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
| sender | |
| events |
Reimplemented from AdventureCore.TriggerDamageSender.
|
inlinevirtual |
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
| receiver |
Reimplemented from AdventureCore.TriggerDamageSender.
|
inlineprotectedvirtual |
Reimplemented from AdventureCore.TriggerDamageSender.