ActionAdventureKit 1.8.0
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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
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) |
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 | |
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 |