ActionAdventureKit 1.7.3
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action for basic melee attacks that may combo into additional hits
in addition to START/END there are messages to control whether the weapon damage shoud be active(DMG_ON/DMG_OFF)
the COMBO message should be sent when the animation is ready to transition into another attack
Public Types | |
enum | AttackType { PunchLight = 0 , PunchHeavy = 1 , SwordLight = 10 , SwordHeavy = 11 , TwoHand = 110 } |
Public Types inherited from AdventureCore.CharacterActionBase | |
enum | CharacterActionInputType { Perform = 0 , PerformCancel = 1 , Start = 10 , StartCancel = 11 } |
Public Member Functions | |
override void | InputClick (CharacterActorBase actor) |
override bool | CanStart (CharacterActorBase actor) |
override void | OnStart (CharacterActorBase actor, bool jumpStart=false) |
override bool | CanEnd (CharacterActionBase next) |
override void | OnEnd (CharacterActionBase next) |
override void | OnMessage (string parameter) |
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 | InputDown (CharacterActorBase actor) |
virtual void | InputUp (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 (bool parameter) |
virtual void | OnInput (int parameter) |
virtual void | OnInput (Vector2 parameter) |
virtual string | GetName () |
Public Attributes | |
SoulsWeapon | Weapon |
AttackType | Type |
ResourceQuantity | Cost |
float[] | Modifiers = new float[] { 1 } |
bool | IsLeft |
bool | CanCritical |
Public Attributes inherited from AdventureCore.ControllerActionBase | |
PlayableAnimationParameters | Controller |
Public Attributes inherited from AdventureCore.CharacterActionBase | |
CharacterInstructionBase[] | Instructions |
CharacterActorBase | Owner |
CharacterActionInputType | InputType |
CharacterActionBase | Next |
UnityEvent< string > | MessageReceived |
MessageEvent[] | MessageEvents |
UnityEvent | Starting |
UnityEvent | Ending |
Protected Member Functions | |
override void | createAnimation () |
override void | endAnimation (CharacterActionBase next) |
Protected Member Functions inherited from AdventureCore.ControllerActionBase | |
override void | OnDestroy () |
virtual void | cancelAnimation () |
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) |
Protected Member Functions inherited from AdventureCore.CharacterActionBase | |
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) |
Properties | |
bool | HasCost [get] |
bool | CanCombo [get] |
Properties inherited from AdventureCore.ControllerActionBase | |
PlayableAnimation | PlayableAnimation [get] |
Animator | PlayableAnimationTarget [get] |
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 | |
Properties inherited from AdventureCore.IPlayAnimation |
Additional Inherited Members | |
Static Protected Member Functions inherited from AdventureCore.CharacterActionBase | |
static bool | checkMessage (string parameter, string message) |
Protected Attributes inherited from AdventureCore.ControllerActionBase | |
PlayableAnimation | _animation |
Protected Attributes inherited from AdventureCore.CharacterActionBase | |
bool | _isDestroyed = false |
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< 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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inlineprotectedvirtual |
Reimplemented from AdventureCore.ControllerActionBase.
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inlineprotectedvirtual |
Reimplemented from AdventureCore.ControllerActionBase.
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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.ControllerActionBase.