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AdventureCore.VisualScriptingAction Class Reference

Detailed Description

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

Inheritance diagram for AdventureCore.VisualScriptingAction:
AdventureCore.CharacterActionBase AdventureCore.ICharacterAssociator

Public Member Functions

override string GetName ()
 
override bool CanStart (CharacterActorBase actor)
 
override bool CanEnd (CharacterActionBase next)
 
override void OnEnd (CharacterActionBase next)
 
override void OnInput (bool parameter)
 
override void OnInput (int parameter)
 
override void OnInput (Vector2 parameter)
 
void StartableChanged ()
 
void EndableChanged ()
 
- Public Member Functions inherited from AdventureCore.CharacterActionBase
void BindInput (InputAction inputAction)
 
void UnbindInput (InputAction inputAction)
 
virtual void Input (InputAction.CallbackContext callbackContext)
 
virtual void Input (InputAction.CallbackContext callbackContext, CharacterActorBase actor)
 
virtual void InputClick (CharacterActorBase actor)
 
virtual void InputDown (CharacterActorBase actor)
 
virtual void InputUp (CharacterActorBase actor)
 
virtual void OnStart (CharacterActorBase actor, bool jumpStart=false)
 
void StartAction ()
 overload of StartAction(bool, bool) without a return type so it can be found in event triggers in the inspector
 
bool StartAction (bool jumpStart=false, bool force=false)
 
virtual bool StartAction (CharacterActorBase actor, bool jumpStart=false, bool force=false)
 
virtual void EndAction ()
 
virtual void AddAction (CharacterActorBase actor)
 
virtual void RemoveAction (CharacterActorBase actor)
 
virtual void SendCharacterMessages (string e)
 
virtual void SendCharacterMessage (string e)
 
virtual void MoveCharacter (Transform transform)
 
virtual void OnMessage (string parameter)
 

Public Attributes

string Name
 
bool Startable = true
 
bool Endable = false
 
CharacterActionBase EndingNext
 
UnityEvent< CharacterBaseCheckStartable
 
UnityEvent< CharacterActionBaseCheckEndable
 
UnityEvent< bool > BoolInputReceived
 
UnityEvent< int > IntegerInputReceived
 
UnityEvent< Vector2 > VectorInputReceived
 
- Public Attributes inherited from AdventureCore.CharacterActionBase
CharacterInstructionBase[] Instructions
 
CharacterActorBase Owner
 
CharacterActionInputType InputType
 
CharacterActionBase Next
 
UnityEvent< string > MessageReceived
 
MessageEvent[] MessageEvents
 
UnityEvent Starting
 
UnityEvent Ending
 

Additional Inherited Members

- Public Types inherited from AdventureCore.CharacterActionBase
enum  CharacterActionInputType { Perform = 0 , PerformCancel = 1 , Start = 10 , StartCancel = 11 }
 
- Protected Member Functions inherited from AdventureCore.CharacterActionBase
virtual void OnDestroy ()
 
virtual void OnEnable ()
 
virtual void OnDisable ()
 
virtual void setTrigger (int id)
 
virtual void setBool (int id, bool value)
 
virtual void setInt (int id, int value)
 
virtual void setFloat (int id, float value)
 
virtual void setState (int id)
 
void onCanStartChanged ()
 
void onCanEndChanged ()
 
void addInstructions (IEnumerable< CharacterInstructionBase > instructions)
 
void removeInstructions (IEnumerable< CharacterInstructionBase > instructions)
 
void addInstruction (CharacterInstructionBase instruction)
 
void removeInstruction (CharacterInstructionBase instruction)
 
- Protected Attributes inherited from AdventureCore.CharacterActionBase
bool _isDestroyed = false
 
- Properties inherited from AdventureCore.CharacterActionBase
CharacterActorBase Actor [get]
 
CharacterBase AssociatedCharacter [get]
 character that owns or is otherwise associted with the object
 
virtual bool IsAvailable [get, set]
 IsAvailable asserts whether an action is availabel at all, even if it can't be started.
 
virtual bool IsHappening [get]
 whether the action is currently being executed
 
virtual bool IsHappeningWithNext [get]
 
- Properties inherited from AdventureCore.ICharacterAssociator
- Events inherited from AdventureCore.CharacterActionBase
Action< bool > IsAvailableChanged
 IsAvailable asserts whether an action is availabel at all, even if it can't be started.
 
Action< bool > IsHappeningChanged
 fired when the action starts and ends
 
Action< CharacterActionBaseCanStartChanged
 fired when whether the action can be started changes
 
Action< CharacterActionBaseCanEndChanged
 fired when whether the action can be ended changes
some actions can be ended before they end on their own(released motions for example)
 

Member Function Documentation

◆ CanEnd()

override bool AdventureCore.VisualScriptingAction.CanEnd ( CharacterActionBase next)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ CanStart()

override bool AdventureCore.VisualScriptingAction.CanStart ( CharacterActorBase actor)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ GetName()

override string AdventureCore.VisualScriptingAction.GetName ( )
virtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnEnd()

override void AdventureCore.VisualScriptingAction.OnEnd ( CharacterActionBase next)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnInput() [1/3]

override void AdventureCore.VisualScriptingAction.OnInput ( bool parameter)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnInput() [2/3]

override void AdventureCore.VisualScriptingAction.OnInput ( int parameter)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnInput() [3/3]

override void AdventureCore.VisualScriptingAction.OnInput ( Vector2 parameter)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.