ActionAdventureKit 1.8.0
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ties together all the logic directly associated with the player
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 |
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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
Implements AdventureSouls.ICritical.