ActionAdventureKit 1.8.0
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Public Member Functions | |
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 | |
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 | |
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 | |
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 | |
Public Attributes | |
DamageParameter | Parameter |
Vector3 | Direction |
CharacterBase | SenderCharacter |
Properties | |
CharacterBase | AssociatedCharacter [get] |
character that owns or is otherwise associted with the object | |
IEnumerable< DamageParameter > | Damages [get] |
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virtual |
calculates direction of damage between this sender and a receiver
receiver |
Implements AdventureCore.IDamageSender.
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virtual |
position of the receiver, may be used to determine damage direction
Implements AdventureCore.IDamageSender.
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inline |
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
e |
Implements AdventureCore.IDamageSender.
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inline |
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
sender | |
events |
Implements AdventureCore.IDamageSender.
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inline |
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
receiver |
Implements AdventureCore.IDamageSender.
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get |
character that owns or is otherwise associted with the object
Implements AdventureCore.ICharacterAssociator.
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get |
Implements AdventureCore.IDamageSender.