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ActionAdventureKit 1.9.3
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defines some common logic for the different charcters in the souls demo
this currently includes the guard, stagger, parry, guard break logic as well as the ragdoll
| TActor | |
| TMovement | |
| TInventory |
| TActor | : | SerialCharacterActor | |
| TMovement | : | MovementBase | |
| TInventory | : | InventoryBase |
Public Member Functions | |
| override bool | PreDamageReceive (IDamageSender sender, IDamageReceiver receiver) |
| called before any real damage handling to check if the handling is valid and should continue for example if a character is currently dodging damage handling can be cancelled here | |
| override void | OnDamageReceive (DamageEvent e) |
| this is where the main damage handling should take place and damage vectors are assigned OnDamage is called in the order Sender > Receiver > Damage for example if a character is wearing protective gear it may reduce the damage value here this method is called for every damage parameter see DamageEvent for more details | |
| override void | PostDamageReceive (IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events) |
| called after alle the damages have been applied this is a good spot to react to the change of state that has been done by the damages for example death or destruction if health was reduced to 0 by the damages | |
| void | StartCritical (SoulsCrittedAction action) |
| void | StartStagger () |
| virtual bool | CheckGuardBreak (IDamageSender damageSender) |
| virtual void | StartGuardBreak () |
Public Member Functions inherited from AdventureCore.CharacterBase | |
| void | Initialize () |
| virtual void | SetTrigger (string name) |
| virtual void | SetBoolTrue (string name) |
| virtual void | SetBoolFalse (string name) |
| virtual void | SetBool (string name, bool value) |
| virtual void | SetIntZero (string name) |
| virtual void | SetIntOne (string name) |
| virtual void | SetInt (string name, int value) |
| virtual void | SetFloat (string name, float value) |
| virtual void | SetState (string name) |
| 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) |
| virtual bool | GetBool (string name) |
| virtual int | GetInt (string name) |
| virtual float | GetFloat (string name) |
| virtual bool | GetBool (int id) |
| virtual int | GetInt (int id) |
| virtual float | GetFloat (int id) |
| virtual void | OnAnimation (string e) |
| default method for receiving messages from animators | |
| virtual void | ApplyRootMotion (Animator animator) |
| default method for receiving root motion from animators, forwarded to movement | |
| virtual void | ApplyInverseKinematics (int layer) |
| default method for receiving inverse kinematics | |
| virtual CharacterActionBase | GetAction (string name) |
| retrieves an action that is known by its name actions are usually known by being children of the main actor | |
| virtual void | OnMessages (string e) |
| use when a single string has to be split into several messages by default the parameter is split by spaces | |
| virtual void | OnMessage (string e) |
| puts a message into the characters messaging pipeline | |
| virtual void | OnConfirm (InputAction.CallbackContext callbackContext) |
| virtual void | Confirm () |
| virtual void | OnCancel (InputAction.CallbackContext callbackContext) |
| virtual void | Cancel () |
| void | OnDirection (InputAction.CallbackContext callbackContext) |
| void | OnDirection (InputValue value) |
| virtual void | OnDirection (Vector2 value) |
| void | AddInstructions (IEnumerable< CharacterInstructionBase > instructions) |
| void | RemoveInstructions (IEnumerable< CharacterInstructionBase > instructions) |
| void | AddInstruction (CharacterInstructionBase instruction) |
| void | RemoveInstruction (CharacterInstructionBase instruction) |
| virtual bool | PreDamageSend (IDamageSender sender, IDamageReceiver receiver) |
| virtual void | OnDamageSend (DamageEvent e) |
| virtual void | PostDamageSend (IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events) |
| virtual void | Hide () |
| virtual void | Show () |
| void | PauseAnimator (float seconds) |
| void | PauseAnimator (int frames) |
| void | Replace (GameObject prefab) |
| virtual string | GetName () |
| virtual bool | TargetClosestPlayer () |
| virtual bool | TargetClosestEnemy () |
| virtual bool | TargetClosestCharacter (string tag) |
Public Attributes | |
| Transform | Model |
| Transform | RagdollPrefab |
| CharacterActionBase | Stagger |
| CharacterActionBase | GuardBreak |
Public Attributes inherited from AdventureCore.CharacterBaseTyped< TActor, TMovement, TInventory > | |
| TActor | Actor |
| TMovement | Movement |
| TInventory | Inventory |
Public Attributes inherited from AdventureCore.CharacterBase | |
| string | Id |
| Animator | Animator |
| PersisterBase | Persister |
| UnityEvent< string > | MessageReceived |
| MessageEvent[] | MessageEvents |
| CharacterInstructionBase[] | Instructions |
| ResourcePool | ResourcePool |
| AttributePool | AttributePool |
| EffectPool | EffectPool |
| DamageModifier[] | DamageSenderModifiers |
| DamageMessage[] | DamageSentMessages |
| DamageModifier[] | DamageReceiverModifiers |
| DamageMessage[] | DamageReceivedMessages |
| UnityEvent< DamageEvent > | Damaging |
| UnityEvent< DamageEvent[]> | Damaged |
Protected Member Functions | |
| void | die (Vector3 force) |
| Transform | createRagdoll (Vector3 force, Transform parent) |
| PickupAction | createLoot (ItemQuantity[] items, Transform parent, Action callback, Vector3 position) |
Protected Member Functions inherited from AdventureCore.CharacterBase | |
| virtual void | Awake () |
| virtual void | Start () |
| virtual void | OnDestroy () |
| virtual void | doInitialize () |
| virtual void | refreshInstructions () |
Properties | |
| bool | IsFrontOpen [get] |
| bool | IsBackOpen [get] |
| bool | IsAiming [get] |
| Vector3 | Direction [get] |
Properties inherited from AdventureCore.CharacterBaseTyped< TActor, TMovement, TInventory > | |
| override CharacterActorBase | ActorBase [get] |
| override MovementBase | MovementBase [get] |
| override InventoryBase | InventoryBase [get] |
Properties inherited from AdventureCore.CharacterBase | |
| virtual bool | IsInitialized [get] |
| virtual bool | IsSendDamageSuspended [get, set] |
| virtual bool | IsReceiveDamageSuspended [get, set] |
| virtual bool | IsControlSuspended [get, set] |
| virtual Transform | Root [get] |
| virtual Vector3 | Position [get] |
| IReadOnlyList< CharacterInstructionBase > | CurrentInstructions [get] |
| virtual CharacterActorBase | ActorBase [get] |
| virtual MovementBase | MovementBase [get] |
| virtual InventoryBase | InventoryBase [get] |
| CharacterBase | AssociatedCharacter [get] |
| character that owns or is otherwise associted with the object | |
| static IReadOnlyList< CharacterBase > | Characters [get] |
Properties inherited from AdventureCore.ICharacterAssociator | |
Properties inherited from AdventureSouls.IGetCritted | |
Additional Inherited Members | |
Static Public Member Functions inherited from AdventureCore.CharacterBase | |
| static CharacterBase | GetCharacter (string id) |
| static CharacterBase | GetCharacterByName (string name) |
| static void | RegisterCharacter (CharacterBase character, string id) |
| static void | UnregisterCharacter (CharacterBase character, string id) |
Events inherited from AdventureCore.CharacterBase | |
| Action< int > | ApplyingIK |
| Action | Destroyed |
| static Action< CharacterBase > | CharacterAdded |
| static Action< CharacterBase > | CharacterRemoved |
| static Action< string, CharacterBase > | CharacterRegistered |
| static Action< string, CharacterBase > | CharacterUnregistered |
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inlinevirtual |
Implements AdventureSouls.IGetGuardBroken.
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inlinevirtual |
this is where the main damage handling should take place and damage vectors are assigned
OnDamage is called in the order Sender > Receiver > Damage
for example if a character is wearing protective gear it may reduce the damage value here
this method is called for every damage parameter see DamageEvent for more details
| e |
Reimplemented from AdventureCore.CharacterBase.
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inlinevirtual |
called after alle the damages have been applied
this is a good spot to react to the change of state that has been done by the damages
for example death or destruction if health was reduced to 0 by the damages
| sender | |
| receiver | |
| events |
Reimplemented from AdventureCore.CharacterBase.
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inlinevirtual |
called before any real damage handling to check if the handling is valid and should continue
for example if a character is currently dodging damage handling can be cancelled here
| sender | |
| receiver |
Reimplemented from AdventureCore.CharacterBase.
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inline |
Implements AdventureSouls.IGetCritted.
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inlinevirtual |
Implements AdventureSouls.IGetGuardBroken.
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inline |
Implements AdventureSouls.IGetStaggered.
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get |
Implements AdventureSouls.IGetCritted.
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get |
Implements AdventureSouls.IGetCritted.
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get |
Implements AdventureSouls.IGetCritted.