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AdventureSouls.SoulsPlayerCharacter Class Reference

Detailed Description

ties together all the logic directly associated with the player

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

Inheritance diagram for AdventureSouls.SoulsPlayerCharacter:
AdventureSouls.SoulsCharacterBase< BufferedCharacterActor, CharacterControllerMovement, ListedInventory > AdventureSouls.ICritical

Public Member Functions

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
 
void CheckRecovery ()
 
void CollectRecovery ()
 
void SetCheckpoint ()
 
void ResetDeath ()
 
void ResetBonfire ()
 
void CheckInput (bool enabled=true)
 
- Public Member Functions inherited from AdventureSouls.SoulsCharacterBase< BufferedCharacterActor, CharacterControllerMovement, 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 Roll
 
CharacterActionBase Backstep
 
CharacterActionBase Jump
 
CharacterActionBase Critical
 
CharacterActionBase Death
 
SoulsUsableSlots UsableSlots
 
SoulsWeaponSlot RightWeaponSlot
 
SoulsWeaponSlot LeftWeaponSlot
 
LockableCameraBase Camera
 
CinemachineCameraOffset CameraOffset
 
LockOnManager LockOn
 
OverlayElement PointOverlay
 
CharacterActionArea InteractionArea
 
GameObject[] DeathObjects
 
GameObject RecoveryPrefab
 
SkinnedMeshRenderer HeadRenderer
 
- Public Attributes inherited from AdventureSouls.SoulsCharacterBase< BufferedCharacterActor, CharacterControllerMovement, ListedInventory >
Transform Model
 
Transform RagdollPrefab
 
CharacterActionBase Stagger
 
CharacterActionBase GuardBreak
 

Protected Member Functions

override void Awake ()
 
override void Start ()
 
override void die (Vector3 force)
 
bool tryAct (CharacterActionBase characterAction)
 
- Protected Member Functions inherited from AdventureSouls.SoulsCharacterBase< BufferedCharacterActor, CharacterControllerMovement, ListedInventory >
void die (Vector3 force)
 
Transform createRagdoll (Vector3 force, Transform parent)
 
PickupAction createLoot (ItemQuantity[] items, Transform parent, Action callback, Vector3 position)
 

Properties

override bool IsControlSuspended [get, set]
 
bool IsActingSuspended [get, set]
 
- Properties inherited from AdventureSouls.SoulsCharacterBase< BufferedCharacterActor, CharacterControllerMovement, ListedInventory >
bool IsFrontOpen [get]
 
bool IsBackOpen [get]
 
bool IsAiming [get]
 
Vector3 Direction [get]
 

Events

Action Killed
 

Additional Inherited Members

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

Member Function Documentation

◆ TryCritical()

bool AdventureSouls.SoulsPlayerCharacter.TryCritical ( )
inline

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.