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AdventureSouls.SoulsShootAction Class Reference

Detailed Description

action for firing projectiles from a bow weapon that is drawn
uses SoulsArrowItem for the visual that is displayed during draw
when it is fired the arrows projectile is created and one arrow is removed from inventory

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

Inheritance diagram for AdventureSouls.SoulsShootAction:
AdventureCore.ControllerActionBase AdventureCore.CharacterActionBase AdventureCore.IPlayAnimation AdventureCore.ICharacterAssociator

Public Member Functions

override bool CanStart (CharacterActorBase actor)
 
override void OnStart (CharacterActorBase actor, bool jumpStart=false)
 
override void OnEnd (CharacterActionBase next)
 
override void InputDown (CharacterActorBase actor)
 
override void InputUp (CharacterActorBase actor)
 
override void OnInput (bool parameter)
 
override void OnMessage (string parameter)
 
void characterApplyingIK (int layer)
 
- Public Member Functions inherited from AdventureCore.CharacterActionBase
void BindInput (InputAction inputAction)
 
void UnbindInput (InputAction inputAction)
 
virtual void Input (InputAction.CallbackContext callbackContext)
 
virtual void Input (InputAction.CallbackContext callbackContext, CharacterActorBase actor)
 
virtual void InputClick (CharacterActorBase actor)
 
virtual bool CanEnd (CharacterActionBase next)
 
void ForceAction (bool jumpStart=false)
 convenience method for inspector events that calls StartAction(bool, bool) with force=true
 
void JumpStartAction (bool force=false)
 convenience method for inspector events that calls StartAction(bool, bool) with jumpStart=true
 
void StartAction ()
 overload of StartAction(bool, bool) without a return type so it can be found in event triggers in the inspector
 
bool StartAction (bool jumpStart=false, bool force=false)
 
virtual bool StartAction (CharacterActorBase actor, bool jumpStart=false, bool force=false)
 
virtual void EndAction ()
 
virtual void AddAction (CharacterActorBase actor)
 
virtual void RemoveAction (CharacterActorBase actor)
 
virtual void SendCharacterMessages (string e)
 
virtual void SendCharacterMessage (string e)
 
virtual void MoveCharacter (Transform transform)
 
virtual void OnInput (int parameter)
 
virtual void OnInput (Vector2 parameter)
 
virtual string GetName ()
 

Public Attributes

SoulsWeapon Weapon
 
Animator BowAnimator
 
Transform String
 
ItemSlotCategory Slot
 
ResourceQuantity Cost
 
float ChestMultiplier = 1f
 
float ChestMinimum = -45f
 
float ChestMaximum = 45f
 
ItemBase Ammo
 
GameObject Visual
 
TriggerDamageSender Projectile
 
- Public Attributes inherited from AdventureCore.ControllerActionBase
PlayableAnimationParameters Controller
 
- Public Attributes inherited from AdventureCore.CharacterActionBase
CharacterInstructionBase[] Instructions
 
CharacterActorBase Owner
 
CharacterActionInputType InputType
 
CharacterActionBase Next
 
UnityEvent< string > MessageReceived
 
MessageEvent[] MessageEvents
 
UnityEvent Starting
 
UnityEvent Ending
 

Static Public Attributes

const string DRAWN = "DRAWN"
 
const string SHOT = "SHOT"
 
const string RELEASED = "RELEASED"
 

Properties

bool HasCost [get]
 
- Properties inherited from AdventureCore.ControllerActionBase
PlayableAnimation PlayableAnimation [get]
 
Animator PlayableAnimationTarget [get]
 
- Properties inherited from AdventureCore.CharacterActionBase
CharacterActorBase Actor [get]
 
CharacterBase AssociatedCharacter [get]
 character that owns or is otherwise associted with the object
 
virtual bool IsAvailable [get, set]
 IsAvailable asserts whether an action is availabel at all, even if it can't be started.
 
virtual bool IsHappening [get]
 whether the action is currently being executed
 
virtual bool IsHappeningWithNext [get]
 
- Properties inherited from AdventureCore.ICharacterAssociator
- Properties inherited from AdventureCore.IPlayAnimation

Additional Inherited Members

- Public Types inherited from AdventureCore.CharacterActionBase
enum  CharacterActionInputType { Perform = 0 , PerformCancel = 1 , Start = 10 , StartCancel = 11 }
 
- Protected Member Functions inherited from AdventureCore.ControllerActionBase
override void OnDestroy ()
 
virtual void createAnimation ()
 
virtual void cancelAnimation ()
 
virtual void endAnimation (CharacterActionBase _)
 
virtual void onAnimationFinished (PlayableAnimation a)
 
override void setTrigger (int id)
 
override void setBool (int id, bool value)
 
override void setInt (int id, int value)
 
override void setFloat (int id, float value)
 
override void setState (int id)
 
- Protected Member Functions inherited from AdventureCore.CharacterActionBase
virtual void OnEnable ()
 
virtual void OnDisable ()
 
void onCanStartChanged ()
 
void onCanEndChanged ()
 
void addInstructions (IEnumerable< CharacterInstructionBase > instructions)
 
void removeInstructions (IEnumerable< CharacterInstructionBase > instructions)
 
void addInstruction (CharacterInstructionBase instruction)
 
void removeInstruction (CharacterInstructionBase instruction)
 
- Static Protected Member Functions inherited from AdventureCore.CharacterActionBase
static bool checkMessage (string parameter, string message)
 
- Protected Attributes inherited from AdventureCore.ControllerActionBase
PlayableAnimation _animation
 
- Protected Attributes inherited from AdventureCore.CharacterActionBase
bool _isDestroyed = false
 
- Events inherited from AdventureCore.CharacterActionBase
Action< bool > IsAvailableChanged
 IsAvailable asserts whether an action is availabel at all, even if it can't be started.
 
Action< bool > IsHappeningChanged
 fired when the action starts and ends
 
Action< CharacterActionBaseCanStartChanged
 fired when whether the action can be started changes
 
Action< CharacterActionBaseCanEndChanged
 fired when whether the action can be ended changes
some actions can be ended before they end on their own(released motions for example)
 

Member Function Documentation

◆ CanStart()

override bool AdventureSouls.SoulsShootAction.CanStart ( CharacterActorBase actor)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ InputDown()

override void AdventureSouls.SoulsShootAction.InputDown ( CharacterActorBase actor)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ InputUp()

override void AdventureSouls.SoulsShootAction.InputUp ( CharacterActorBase actor)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnEnd()

override void AdventureSouls.SoulsShootAction.OnEnd ( CharacterActionBase next)
inlinevirtual

◆ OnInput()

override void AdventureSouls.SoulsShootAction.OnInput ( bool parameter)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnMessage()

override void AdventureSouls.SoulsShootAction.OnMessage ( string parameter)
inlinevirtual

Reimplemented from AdventureCore.CharacterActionBase.

◆ OnStart()

override void AdventureSouls.SoulsShootAction.OnStart ( CharacterActorBase actor,
bool jumpStart = false )
inlinevirtual