ties together all the logic directly associated with the player
https://adventure.softleitner.com/manual/character
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bool | TryCritical () |
| checks if a crit is possible and starts it if possible
if those are the case it returns true so the checking attack is not started
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void | CheckRecovery () |
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void | CollectRecovery () |
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void | SetCheckpoint () |
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void | ResetDeath () |
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void | ResetBonfire () |
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void | CheckInput (bool enabled=true) |
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override bool | PreDamageReceive (IDamageSender sender, IDamageReceiver receiver) |
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override void | OnDamageReceive (DamageEvent e) |
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override void | PostDamageReceive (IDamageSender sender, IDamageReceiver receiver, List< DamageEvent > events) |
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void | StartCritical (SoulsCrittedAction action) |
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void | StartStagger () |
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bool | CheckGuardBreak (IDamageSender damageSender) |
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void | StartGuardBreak () |
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override void | Awake () |
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override void | Start () |
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override void | die (Vector3 force) |
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bool | tryAct (CharacterActionBase characterAction) |
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void | die (Vector3 force) |
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Transform | createRagdoll (Vector3 force, Transform parent) |
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PickupAction | createLoot (ItemQuantity[] items, Transform parent, Action callback, Vector3 position) |
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override bool | IsControlSuspended [get, set] |
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bool | IsActingSuspended [get, set] |
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bool | IsFrontOpen [get] |
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bool | IsBackOpen [get] |
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bool | IsAiming [get] |
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Vector3 | Direction [get] |
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static int | SPEED_HASH |
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static int | SPEED_STRAFING_HASH |
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static int | GROUNDED_HASH |
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◆ TryCritical()
bool AdventureSouls.SoulsPlayerCharacter.TryCritical |
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checks if a crit is possible and starts it if possible
if those are the case it returns true so the checking attack is not started
- Returns
- true if a crit action has been started
Implements AdventureSouls.ICritical.