ActionAdventureKit 1.7.3
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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) |
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 |