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