base class for any actor that has one active action at a time
https://adventure.softleitner.com/manual/acting
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override void | AddAction (CharacterActionBase characterAction) |
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override void | RemoveAction (CharacterActionBase characterAction) |
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override void | OnMessage (string parameter) |
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override void | OnInput (bool parameter) |
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override void | OnInput (int parameter) |
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override void | OnInput (Vector2 parameter) |
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virtual bool | StartAction (string name, bool jumpStart=false, bool force=false) |
| attempts to start or queue up an action
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virtual void | EndAction (string name) |
| ends an action and removes it from the actors current actions usually called by actions and actors as they are in control of their progress
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virtual void | AddAction (string name) |
| adds a continuing action
depending on the actor an added action can be interrupted
by a regular action or just be kept running in parallel
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virtual void | RemoveAction (string name) |
| dicontinues an action added by AddAction(CharacterActionBase)
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bool | StartAction (CharacterActionBase characterAction, bool jumpStart=false, bool force=false) |
| attempts to start or queue up an action
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void | EndAction (CharacterActionBase characterAction) |
| ends an action and removes it from the actors current actions usually called by actions and actors as they are in control of their progress
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void | AddAction (CharacterActionBase characterAction) |
| adds a continuing action
depending on the actor an added action can be interrupted
by a regular action or just be kept running in parallel
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void | RemoveAction (CharacterActionBase characterAction) |
| dicontinues an action added by AddAction(CharacterActionBase)
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virtual CharacterActionBase | GetAction (string name) |
| retrieves an action that is known by its name
actions are usually known by being children of the actor
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enum | OverruleCanStartMode { Forced
, Never
, Always
} |
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CharacterBase | Character |
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OverruleCanStartMode | OverruleCanStart |
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UnityEvent< CharacterActionBase > | ActionStarted |
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UnityEvent< CharacterActionBase > | ActionEnded |
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UnityEvent | ActionsChanged |
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virtual bool | canStart (CharacterActionBase action, bool forced) |
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virtual void | onActionStarted (CharacterActionBase characterAction) |
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virtual void | onActionEnded (CharacterActionBase characterAction) |
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virtual void | onActionsChanged () |
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Action | Idling |
| fired after an event has ended an not other action has been started by the end of the frame
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◆ OnInput() [1/3]
override void AdventureCore.SerialCharacterActor.OnInput |
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bool | parameter | ) |
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inlinevirtual |
◆ OnInput() [2/3]
override void AdventureCore.SerialCharacterActor.OnInput |
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int | parameter | ) |
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inlinevirtual |
◆ OnInput() [3/3]
override void AdventureCore.SerialCharacterActor.OnInput |
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Vector2 | parameter | ) |
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inlinevirtual |
◆ OnMessage()
override void AdventureCore.SerialCharacterActor.OnMessage |
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string | parameter | ) |
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inlinevirtual |