proxy action for SoulsLadderAction
needed so the ladder action knows if the character is at the start or end
https://adventure.softleitner.com/manual/acting
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| override bool | CanStart (CharacterActorBase actor) |
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| override bool | StartAction (CharacterActorBase actor, bool jumpStart=false, bool force=false) |
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| override string | GetName () |
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void | BindInput (InputAction inputAction) |
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void | UnbindInput (InputAction inputAction) |
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virtual void | Input (InputAction.CallbackContext callbackContext) |
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virtual void | Input (InputAction.CallbackContext callbackContext, CharacterActorBase actor) |
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virtual void | InputClick (CharacterActorBase actor) |
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virtual void | InputDown (CharacterActorBase actor) |
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virtual void | InputUp (CharacterActorBase actor) |
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virtual void | OnStart (CharacterActorBase actor, bool jumpStart=false) |
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virtual bool | CanEnd (CharacterActionBase next) |
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virtual void | OnEnd (CharacterActionBase next) |
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| void | ForceAction (bool jumpStart=false) |
| | convenience method for inspector events that calls StartAction(bool, bool) with force=true
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| void | JumpStartAction (bool force=false) |
| | convenience method for inspector events that calls StartAction(bool, bool) with jumpStart=true
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void | StartAction () |
| | overload of StartAction(bool, bool) without a return type so it can be found in event triggers in the inspector
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bool | StartAction (bool jumpStart=false, bool force=false) |
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virtual void | EndAction () |
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virtual void | AddAction (CharacterActorBase actor) |
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virtual void | RemoveAction (CharacterActorBase actor) |
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virtual void | SendCharacterMessages (string e) |
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virtual void | SendCharacterMessage (string e) |
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virtual void | MoveCharacter (Transform transform) |
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virtual void | OnMessage (string parameter) |
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virtual void | OnInput (bool parameter) |
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virtual void | OnInput (int parameter) |
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virtual void | OnInput (Vector2 parameter) |
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virtual void | SetCharacter (CharacterBase character) |
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| enum | CharacterActionInputType { Perform = 0
, PerformCancel = 1
, Start = 10
, StartCancel = 11
} |
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virtual void | OnDestroy () |
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virtual void | OnEnable () |
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virtual void | OnDisable () |
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virtual void | setTrigger (int id) |
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virtual void | setBool (int id, bool value) |
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virtual void | setInt (int id, int value) |
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virtual void | setFloat (int id, float value) |
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virtual void | setState (int id) |
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void | onCanStartChanged () |
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void | onCanEndChanged () |
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void | addInstructions (IEnumerable< CharacterInstructionBase > instructions) |
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void | removeInstructions (IEnumerable< CharacterInstructionBase > instructions) |
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void | addInstruction (CharacterInstructionBase instruction) |
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void | removeInstruction (CharacterInstructionBase instruction) |
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static bool | checkMessage (string parameter, string message) |
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bool | _isDestroyed = false |
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CharacterActorBase | Actor [get] |
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| CharacterBase | AssociatedCharacter [get] |
| | character that owns or is otherwise associted with the object
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virtual bool | IsAvailable [get, set] |
| | IsAvailable asserts whether an action is availabel at all, even if it can't be started.
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virtual bool | IsHappening [get] |
| | whether the action is currently being executed
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virtual bool | IsHappeningWithNext [get] |
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Action< bool > | IsAvailableChanged |
| | IsAvailable asserts whether an action is availabel at all, even if it can't be started.
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Action< bool > | IsHappeningChanged |
| | fired when the action starts and ends
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Action< CharacterActionBase > | CanStartChanged |
| | fired when whether the action can be started changes
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Action< CharacterActionBase > | CanEndChanged |
| | fired when whether the action can be ended changes
some actions can be ended before they end on their own(released motions for example)
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