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AdventureSouls.SoulsLadderAction Class Reference

Detailed Description

action for climbing ladders with configurable segment count
ENTER/EXIT messages are used to get on or off, the PASS message indicates that a segment has been successfully de-/ascended

https://adventure.softleitner.com/manual/acting

Inheritance diagram for AdventureSouls.SoulsLadderAction:
AdventureCore.ControllerActionBase AdventureCore.CharacterActionBase AdventureCore.IPlayAnimation AdventureCore.ICharacterAssociator

Public Member Functions

override string GetName ()
 
override void OnStart (CharacterActorBase actor, bool jumpStart=false)
 
override void OnEnd (CharacterActionBase next)
 
override void OnMessage (string parameter)
 
override void OnInput (bool parameter)
 
override void OnInput (Vector2 value)
 
- 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 InputClick (CharacterActorBase actor)
 
virtual void InputDown (CharacterActorBase actor)
 
virtual void InputUp (CharacterActorBase actor)
 
virtual bool CanStart (CharacterActorBase actor)
 
virtual bool CanEnd (CharacterActionBase next)
 
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 (int parameter)
 

Public Attributes

int SegmentCount
 
int LayerIndex = -1
 
UnityEvent EndingTop
 
UnityEvent EndingBottom
 
- 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
 

Properties

Transform CharacterTarget [get, set]
 
bool IsStart [get, set]
 
- 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

- Public Types inherited from AdventureCore.CharacterActionBase
enum  CharacterActionInputType { Perform = 0 , PerformCancel = 1 , Start = 10 , StartCancel = 11 }
 
- Protected Member Functions inherited from AdventureCore.ControllerActionBase
override void OnDestroy ()
 
virtual void createAnimation ()
 
virtual void cancelAnimation ()
 
virtual void endAnimation (CharacterActionBase _)
 
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)
 
- 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< CharacterActionBaseCanStartChanged
 fired when whether the action can be started changes
 
Action< CharacterActionBaseCanEndChanged
 fired when whether the action can be ended changes
some actions can be ended before they end on their own(released motions for example)
 

Member Function Documentation

◆ GetName()

override string AdventureSouls.SoulsLadderAction.GetName ( )
virtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnEnd()

override void AdventureSouls.SoulsLadderAction.OnEnd ( CharacterActionBase next)
inlinevirtual

◆ OnInput() [1/2]

override void AdventureSouls.SoulsLadderAction.OnInput ( bool parameter)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnInput() [2/2]

override void AdventureSouls.SoulsLadderAction.OnInput ( Vector2 value)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnMessage()

override void AdventureSouls.SoulsLadderAction.OnMessage ( string parameter)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnStart()

override void AdventureSouls.SoulsLadderAction.OnStart ( CharacterActorBase actor,
bool jumpStart = false )
inlinevirtual