performs a sphere overlap and damages any IDamageReceiver on the colliders/rigidbodies it finds
https://adventure.softleitner.com/manual/damage
|
void | Send () |
|
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 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
|
|
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 | 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
|
|
|
float | Radius |
|
LayerMask | LayerMask |
|
CharacterBase | Character |
|
DamageParameter[] | Damages |
|
TriggerDamageSender.DirectionMode | Direction |
|
float | Magnitude = 0f |
|
bool | SendStart = true |
|
bool | SendUpdate = false |
|
UnityEvent | Damaged |
|
◆ GetDirection()
virtual Vector3 AdventureCore.SphereDamageSender.GetDirection |
( |
IDamageReceiver | receiver | ) |
|
|
inlinevirtual |
◆ GetPosition()
virtual Vector3 AdventureCore.SphereDamageSender.GetPosition |
( |
| ) |
|
|
inlinevirtual |
position of the receiver, may be used to determine damage direction
- Returns
- position of the receiver, or the character associated with it
Implements AdventureCore.IDamageSender.
◆ OnDamage()
virtual void AdventureCore.SphereDamageSender.OnDamage |
( |
DamageEvent | e | ) |
|
|
inlinevirtual |
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
- Parameters
-
Implements AdventureCore.IDamageSender.
◆ PostDamage()
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
- Parameters
-
Implements AdventureCore.IDamageSender.
◆ PreDamage()
virtual bool AdventureCore.SphereDamageSender.PreDamage |
( |
IDamageReceiver | receiver | ) |
|
|
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
- Parameters
-
- Returns
- whether the damage handling should continue
Implements AdventureCore.IDamageSender.
◆ AssociatedCharacter
CharacterBase AdventureCore.SphereDamageSender.AssociatedCharacter |
|
get |