ActionAdventureKit 1.8.0
|
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] |