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AdventureCore.PurchaseAction Class Reference

Detailed Description

character action that exchanges items, attributes or resources for different items, can also play an animation using playable or trigger

https://adventure.softleitner.com/manual/acting

Inheritance diagram for AdventureCore.PurchaseAction:
AdventureCore.CharacterActionBase AdventureCore.IPlayAnimation AdventureCore.ICharacterAssociator

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 ()
 
- Public Member Functions inherited from AdventureCore.CharacterActionBase
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)
 
virtual void SetCharacter (CharacterBase character)
 

Public Attributes

string TriggerName
 
PlayableAnimationParameters CharacterAnimation
 
ItemQuantity[] Items
 
ItemQuantity[] ItemCosts
 
AttributeValue[] AttributeCosts
 
ResourceQuantity[] ResourceCosts
 
bool OnlyGrounded = true
 
string NameFormat = "Buy {0}({1})"
 
string StartMessage = "START"
 
string ActMessage = ""
 
string EndMessage = "END"
 
- Public Attributes inherited from AdventureCore.CharacterActionBase
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 }
 internal enum for easier state management within the action
 

Protected Member Functions

override void OnDestroy ()
 
virtual void setActionState (ActionState state)
 
virtual void onAnimationFinished (PlayableAnimation a)
 
virtual bool canPay (CharacterBase character)
 
virtual void pay (CharacterBase character)
 
virtual bool canReceive (CharacterBase character)
 
virtual void receive (CharacterBase character)
 
- Protected Member Functions inherited from AdventureCore.CharacterActionBase
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)
 

Properties

PlayableAnimation PlayableAnimation [get]
 
Animator PlayableAnimationTarget [get]
 
- Properties inherited from AdventureCore.CharacterActionBase
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]
 
- Properties inherited from AdventureCore.ICharacterAssociator
- Properties inherited from AdventureCore.IPlayAnimation

Additional Inherited Members

- Public Types inherited from AdventureCore.CharacterActionBase
enum  CharacterActionInputType { Perform = 0 , PerformCancel = 1 , Start = 10 , StartCancel = 11 }
 
- Static Protected Member Functions inherited from AdventureCore.CharacterActionBase
static bool checkMessage (string parameter, string message)
 
- Protected Attributes inherited from AdventureCore.CharacterActionBase
bool _isDestroyed = false
 
- Events inherited from AdventureCore.CharacterActionBase
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< CharacterActionBaseCanStartChanged
 fired when whether the action can be started changes
 
Action< CharacterActionBaseCanEndChanged
 fired when whether the action can be ended changes
some actions can be ended before they end on their own(released motions for example)
 

Member Function Documentation

◆ CanStart()

override bool AdventureCore.PurchaseAction.CanStart ( CharacterActorBase actor)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ GetName()

override string AdventureCore.PurchaseAction.GetName ( )
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnDestroy()

override void AdventureCore.PurchaseAction.OnDestroy ( )
inlineprotectedvirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnEnd()

override void AdventureCore.PurchaseAction.OnEnd ( CharacterActionBase next)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnMessage()

override void AdventureCore.PurchaseAction.OnMessage ( string parameter)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnStart()

override void AdventureCore.PurchaseAction.OnStart ( CharacterActorBase actor,
bool jumpStart = false )
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

Property Documentation

◆ PlayableAnimation

PlayableAnimation AdventureCore.PurchaseAction.PlayableAnimation
get

◆ PlayableAnimationTarget

Animator AdventureCore.PurchaseAction.PlayableAnimationTarget
get