action that holds up a shield in the players direction
 this is done by activating an animation and rotating IK bones 
https://adventure.softleitner.com/manual/acting
 
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| override void  | Input (InputAction.CallbackContext callbackContext, CharacterActorBase actor) | 
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| override bool  | CanEnd (CharacterActionBase next) | 
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| override void  | OnStart (CharacterActorBase actor, bool jumpStart=false) | 
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| override void  | OnEnd (CharacterActionBase next) | 
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bool  | CheckDamage (IDamageSender sender, IDamageReceiver receiver) | 
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void  | ReceiveDamage (DamageEvent e) | 
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virtual void  | OnGuarded () | 
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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  | 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  | OnMessage (string parameter) | 
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virtual void  | OnInput (bool parameter) | 
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virtual void  | OnInput (int parameter) | 
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virtual void  | OnInput (Vector2 parameter) | 
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virtual string  | GetName () | 
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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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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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