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AdventureCore.TargetCharacterActor Class Reference

Detailed Description

minimal actor that tries to perform whatever action is set as Target without forcing it
this is useful for debugging and visual scripting, you simply set the field without worrying about state

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

Inheritance diagram for AdventureCore.TargetCharacterActor:
AdventureCore.MinimalCharacterActor AdventureCore.SerialCharacterActor AdventureCore.CharacterActorBase AdventureCore.ICharacterAssociator

Public Attributes

CharacterActionBase Target
 
- Public Attributes inherited from AdventureCore.CharacterActorBase
CharacterBase Character
 
UnityEvent< CharacterActionBaseActionStarted
 
UnityEvent< CharacterActionBaseActionEnded
 
UnityEvent ActionsChanged
 

Additional Inherited Members

- Public Member Functions inherited from AdventureCore.MinimalCharacterActor
override bool StartAction (CharacterActionBase characterAction, bool jumpStart=false, bool force=false)
 
override void EndAction (CharacterActionBase characterAction)
 
- Public Member Functions inherited from AdventureCore.SerialCharacterActor
override void AddAction (CharacterActionBase characterAction)
 
override void RemoveAction (CharacterActionBase characterAction)
 
override void OnMessage (string parameter)
 
override void OnInput (bool parameter)
 
override void OnInput (int parameter)
 
override void OnInput (Vector2 parameter)
 
- Public Member Functions inherited from AdventureCore.CharacterActorBase
virtual bool StartAction (string name, bool jumpStart=false, bool force=false)
 attempts to start or queue up an action
 
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
 
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
 
virtual void RemoveAction (string name)
 dicontinues an action added by AddAction(CharacterActionBase)
 
bool StartAction (CharacterActionBase characterAction, bool jumpStart=false, bool force=false)
 attempts to start or queue up an action
 
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
 
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
 
void RemoveAction (CharacterActionBase characterAction)
 dicontinues an action added by AddAction(CharacterActionBase)
 
virtual CharacterActionBase GetAction (string name)
 retrieves an action that is known by its name
actions are usually known by being children of the actor
 
- Protected Member Functions inherited from AdventureCore.CharacterActorBase
virtual void onActionStarted (CharacterActionBase characterAction)
 
virtual void onActionEnded (CharacterActionBase characterAction)
 
virtual void onActionsChanged ()
 
- Protected Attributes inherited from AdventureCore.SerialCharacterActor
List< CharacterActionBase_ongoingActions = new List<CharacterActionBase>()
 
- Properties inherited from AdventureCore.SerialCharacterActor
CharacterActionBase CurrentAction [get, protected set]
 
override bool IsActing [get]
 
override IEnumerable< CharacterActionBaseCurrentActions [get]
 
- Properties inherited from AdventureCore.CharacterActorBase
bool IsActing [get]
 
IEnumerable< CharacterActionBaseCurrentActions [get]
 
Dictionary< string, CharacterActionBaseChildActions [get]
 
bool InputBool [get]
 
int InputInt [get]
 
Vector2 InputVector [get]
 
CharacterBase AssociatedCharacter [get]
 character that owns or is otherwise associted with the object
 
- Properties inherited from AdventureCore.ICharacterAssociator