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ActionAdventureKit 1.9.3
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basic enemy character which extends the basic NPC with a trigger area that aggroes to any character that enters it
Public Attributes | |
| GenericTriggerArea | TriggerArea |
Public Attributes inherited from AdventureSouls.SoulsNonPlayerCharacter | |
| CharacterActionBase | Idle |
| NavApproachAction | Approach |
| CharacterActionBase | Recover |
| CharacterActionBase | Attack |
| ItemChance[] | Loot |
| bool | IsExternallyScripted |
Public Attributes inherited from AdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory > | |
| Transform | Model |
| Transform | RagdollPrefab |
| CharacterActionBase | Stagger |
| CharacterActionBase | GuardBreak |
Protected Member Functions | |
| override void | Awake () |
Protected Member Functions inherited from AdventureSouls.SoulsNonPlayerCharacter | |
| override void | Start () |
| virtual void | Update () |
| override void | die (Vector3 force) |
| virtual void | onHit (CharacterBase character) |
| virtual void | think (bool startup=false) |
| virtual void | idle (bool startup) |
| virtual void | attack (bool startup) |
| virtual void | changeNPCState (NPCState state, CharacterBase target, bool startup=false) |
| virtual void | getData () |
| virtual void | setData () |
Protected Member Functions inherited from AdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory > | |
| void | die (Vector3 force) |
| Transform | createRagdoll (Vector3 force, Transform parent) |
| PickupAction | createLoot (ItemQuantity[] items, Transform parent, Action callback, Vector3 position) |
Additional Inherited Members | |
Public Types inherited from AdventureSouls.SoulsNonPlayerCharacter | |
| enum | NPCState { Idle = 0 , Attacking = 10 , Loot = 15 , Dead = 20 } |
Public Member Functions inherited from AdventureSouls.SoulsNonPlayerCharacter | |
| override void | PostDamageReceive (IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events) |
Public Member Functions inherited from AdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory > | |
| 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 () |
Static Public Attributes inherited from AdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory > | |
| static int | SPEED_HASH |
| static int | SPEED_STRAFING_HASH |
| static int | GROUNDED_HASH |
Protected Attributes inherited from AdventureSouls.SoulsNonPlayerCharacter | |
| NPCState | _state = NPCState.Idle |
| CharacterBase | _target |
| int | _patrolIndex |
Properties inherited from AdventureSouls.SoulsNonPlayerCharacter | |
| NPCState | State [get] |
| CharacterBase | Target [get] |
Properties inherited from AdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory > | |
| bool | IsFrontOpen [get] |
| bool | IsBackOpen [get] |
| bool | IsAiming [get] |
| Vector3 | Direction [get] |