character action meant for actions mainly driven by a script machine exposes some additional events and properties to support that 
https://adventure.softleitner.com/manual/acting
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| override string | GetName () | 
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| override bool | CanStart (CharacterActorBase actor) | 
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| override bool | CanEnd (CharacterActionBase next) | 
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| override void | OnEnd (CharacterActionBase next) | 
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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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| void | StartableChanged () | 
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| void | EndableChanged () | 
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| void | BindInput (InputAction inputAction) | 
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| void | UnbindInput (InputAction inputAction) | 
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| virtual void | Input (InputAction.CallbackContext callbackContext) | 
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| virtual void | Input (InputAction.CallbackContext callbackContext, CharacterActorBase actor) | 
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| virtual void | InputClick (CharacterActorBase actor) | 
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| virtual void | InputDown (CharacterActorBase actor) | 
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| virtual void | InputUp (CharacterActorBase actor) | 
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| virtual void | OnStart (CharacterActorBase actor, bool jumpStart=false) | 
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| void | ForceAction (bool jumpStart=false) | 
|  | convenience method for inspector events that calls StartAction(bool, bool) with force=true 
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| void | JumpStartAction (bool force=false) | 
|  | convenience method for inspector events that calls StartAction(bool, bool) with jumpStart=true 
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| void | StartAction () | 
|  | overload of StartAction(bool, bool) without a return type so it can be found in event triggers in the inspector 
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| bool | StartAction (bool jumpStart=false, bool force=false) | 
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| virtual bool | StartAction (CharacterActorBase actor, bool jumpStart=false, bool force=false) | 
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| virtual void | EndAction () | 
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| virtual void | AddAction (CharacterActorBase actor) | 
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| virtual void | RemoveAction (CharacterActorBase actor) | 
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| virtual void | SendCharacterMessages (string e) | 
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| virtual void | SendCharacterMessage (string e) | 
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| virtual void | MoveCharacter (Transform transform) | 
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| virtual void | OnMessage (string parameter) | 
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| virtual void | SetCharacter (CharacterBase character) | 
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| enum | CharacterActionInputType { Perform = 0
, PerformCancel = 1
, Start = 10
, StartCancel = 11
 } | 
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| virtual void | OnDestroy () | 
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| virtual void | OnEnable () | 
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| virtual void | OnDisable () | 
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| virtual void | setTrigger (int id) | 
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| virtual void | setBool (int id, bool value) | 
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| virtual void | setInt (int id, int value) | 
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| virtual void | setFloat (int id, float value) | 
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| virtual void | setState (int id) | 
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| void | onCanStartChanged () | 
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| void | onCanEndChanged () | 
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| void | addInstructions (IEnumerable< CharacterInstructionBase > instructions) | 
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| void | removeInstructions (IEnumerable< CharacterInstructionBase > instructions) | 
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| void | addInstruction (CharacterInstructionBase instruction) | 
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| void | removeInstruction (CharacterInstructionBase instruction) | 
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| static bool | checkMessage (string parameter, string message) | 
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| bool | _isDestroyed = false | 
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| CharacterActorBase | Actor  [get] | 
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| CharacterBase | AssociatedCharacter  [get] | 
|  | character that owns or is otherwise associted with the object 
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| virtual bool | IsAvailable  [get, set] | 
|  | IsAvailable asserts whether an action is availabel at all, even if it can't be started. 
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| virtual bool | IsHappening  [get] | 
|  | whether the action is currently being executed 
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| virtual bool | IsHappeningWithNext  [get] | 
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| Action< bool > | IsAvailableChanged | 
|  | IsAvailable asserts whether an action is availabel at all, even if it can't be started. 
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| Action< bool > | IsHappeningChanged | 
|  | fired when the action starts and ends 
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| Action< CharacterActionBase > | CanStartChanged | 
|  | fired when whether the action can be started changes 
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| Action< CharacterActionBase > | CanEndChanged | 
|  | fired when whether the action can be ended changes some actions can be ended before they end on their own(released motions for example)
 
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