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AdventureSouls.SoulsNonPlayerCharacter Class Reference

Detailed Description

common base for simple NPC characters that can be idle or attacking
by default it starts attacking when hit and will attack until it runs out of stamina, recover and repeat

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

Inheritance diagram for AdventureSouls.SoulsNonPlayerCharacter:
AdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory > AdventureSouls.SoulsEnemyCharacter AdventureSouls.SoulsFriendCharacter

Classes

struct  NPCData
 

Public Types

enum  NPCState { Idle = 0 , Attacking = 10 , Loot = 15 , Dead = 20 }
 

Public Member Functions

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)
 
override void OnDamageReceive (DamageEvent e)
 
override void PostDamageReceive (IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events)
 
void StartCritical (SoulsCrittedAction action)
 
void StartStagger ()
 
bool CheckGuardBreak (IDamageSender damageSender)
 
void StartGuardBreak ()
 

Public Attributes

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 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)
 

Protected Attributes

NPCState _state = NPCState.Idle
 
CharacterBase _target
 
int _patrolIndex
 

Properties

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]
 

Additional Inherited Members

- Static Public Attributes inherited from AdventureSouls.SoulsCharacterBase< SerialCharacterActor, NavMeshAgentMovement, ListedInventory >
static int SPEED_HASH
 
static int SPEED_STRAFING_HASH
 
static int GROUNDED_HASH