ActionAdventureKit 1.8.0
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action that starts itself when close to fitting colliders if the input is pushed towards the collider
while climbing the character moves along the selected collider, movement is limited by checking directional points
automatically ends when moving down if the character is grounded and the collider ends
can also finish in a pull up if the collider ends at the top and fitting ground is detected
only works with convex colliders because Physics.ClosestPoint(Vector3, Collider, Vector3, Quaternion) is used
climbing only works on one item at a time, multiple colliders can be used by combining them in a rigidbody
Public Member Functions | |
override string | GetName () |
override void | OnStart (CharacterActorBase actor, bool jumpStart=false) |
override bool | CanEnd (CharacterActionBase next) |
override void | OnEnd (CharacterActionBase next) |
override void | OnInput (bool parameter) |
override void | OnInput (Vector2 parameter) |
override void | OnMessage (string parameter) |
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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 bool | CanStart (CharacterActorBase actor) |
void | ForceAction (bool jumpStart=false) |
convenience method for inspector events that calls StartAction(bool, bool) with force=true | |
void | JumpStartAction (bool force=false) |
convenience method for inspector events that calls StartAction(bool, bool) with jumpStart=true | |
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 | OnInput (int parameter) |
Public Attributes | |
GenericTriggerArea | TriggerArea |
float | Speed = 2f |
float | InputAngle = 30f |
float | CharacterDistance = 0.25f |
Vector2 | CheckSize = new Vector2(0.5f, 1.25f) |
float | CheckDistance = 1f |
CharacterActionBase | JumpAction |
float | JumpForce = 1f |
LayerMask | PullUpLayer = 1 |
float | PullUpForward = 1f |
float | PullUpDown = 1f |
float | PullUpDistance = 0.45f |
bool | PullUpWithoutClimb |
string | EndMessage = "END" |
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PlayableAnimationParameters | Controller |
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CharacterInstructionBase[] | Instructions |
CharacterActorBase | Owner |
CharacterActionInputType | InputType |
CharacterActionBase | Next |
UnityEvent< string > | MessageReceived |
MessageEvent[] | MessageEvents |
UnityEvent | Starting |
UnityEvent | Ending |
Properties | |
Vector3 | CharacterCenter [get, set] |
Vector3 | CharacterTop [get] |
Vector3 | CharacterBottom [get] |
Vector3 | CharacterRight [get] |
Vector3 | CharacterLeft [get] |
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PlayableAnimation | PlayableAnimation [get] |
Animator | PlayableAnimationTarget [get] |
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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] |
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Additional Inherited Members | |
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enum | CharacterActionInputType { Perform = 0 , PerformCancel = 1 , Start = 10 , StartCancel = 11 } |
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override void | OnDestroy () |
virtual void | createAnimation () |
virtual void | cancelAnimation () |
virtual void | endAnimation (CharacterActionBase _) |
virtual void | onAnimationFinished (PlayableAnimation a) |
override void | setTrigger (int id) |
override void | setBool (int id, bool value) |
override void | setInt (int id, int value) |
override void | setFloat (int id, float value) |
override void | setState (int id) |
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virtual void | OnEnable () |
virtual void | OnDisable () |
void | onCanStartChanged () |
void | onCanEndChanged () |
void | addInstructions (IEnumerable< CharacterInstructionBase > instructions) |
void | removeInstructions (IEnumerable< CharacterInstructionBase > instructions) |
void | addInstruction (CharacterInstructionBase instruction) |
void | removeInstruction (CharacterInstructionBase instruction) |
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static bool | checkMessage (string parameter, string message) |
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PlayableAnimation | _animation |
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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. | |
Action< bool > | IsHappeningChanged |
fired when the action starts and ends | |
Action< CharacterActionBase > | CanStartChanged |
fired when whether the action can be started changes | |
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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inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
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inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
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inlinevirtual |
Reimplemented from AdventureCore.ControllerActionBase.
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inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
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inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
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inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
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inlinevirtual |
Reimplemented from AdventureCore.ControllerActionBase.