ActionAdventureKit 1.7.3
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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
Public Attributes | |
CharacterActionBase | Target |
Public Attributes inherited from AdventureCore.CharacterActorBase | |
CharacterBase | Character |
UnityEvent< CharacterActionBase > | ActionStarted |
UnityEvent< CharacterActionBase > | ActionEnded |
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< CharacterActionBase > | CurrentActions [get] |
Properties inherited from AdventureCore.CharacterActorBase | |
bool | IsActing [get] |
IEnumerable< CharacterActionBase > | CurrentActions [get] |
Dictionary< string, CharacterActionBase > | ChildActions [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 |