ActionAdventureKit 1.8.0
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basic friendly NPC that only aggroes if hit more than once and has a some action that player can interact with(talking, trading, ...)
the first time it is hit it will equip any weapon in its inventory and if it goes below half health it will try to heal
Public Member Functions | |
void | GoAggro (CharacterBase character) |
void | GoIdle () |
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 () |
Public Attributes | |
GameObject | IdleObject |
GameObject | AggoObject |
SoulsWeaponSlot | AttackSlot |
SoulsUsableSlot | HealingSlot |
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 | onHit (CharacterBase character) |
override void | attack (bool startup) |
override void | changeNPCState (NPCState state, CharacterBase target, bool startup=false) |
Protected Member Functions inherited from AdventureSouls.SoulsNonPlayerCharacter | |
override void | Start () |
virtual void | Update () |
override void | die (Vector3 force) |
virtual void | think (bool startup=false) |
virtual void | idle (bool startup) |
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 } |
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] |
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inlineprotectedvirtual |
Reimplemented from AdventureSouls.SoulsNonPlayerCharacter.
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inlineprotectedvirtual |
Reimplemented from AdventureSouls.SoulsNonPlayerCharacter.
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inlineprotectedvirtual |
Reimplemented from AdventureSouls.SoulsNonPlayerCharacter.