action for carrying and subsequently throwing objects
the configured rigidbody is changed to isKinematic and parented to the ItemParentOverhead set on the player character
when it is thrown the rigidbody is unparented and pushed
https://adventure.softleitner.com/manual/acting
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override string | GetName () |
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override void | OnStart (CharacterActorBase actor, bool jumpStart=false) |
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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 | OnMessage (string parameter) |
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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 bool | CanStart (CharacterActorBase actor) |
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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 | OnInput (int parameter) |
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virtual void | OnInput (Vector2 parameter) |
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enum | CharacterActionInputType { Perform = 0
, PerformCancel = 1
, Start = 10
, StartCancel = 11
} |
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static bool | checkMessage (string parameter, string message) |
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bool | _isDestroyed = false |
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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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