ActionAdventureKit 1.8.0
|
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
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) |
![]() | |
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 |
![]() | |
PlayableAnimationParameters | Controller |
![]() | |
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] |
![]() | |
PlayableAnimation | PlayableAnimation [get] |
Animator | PlayableAnimationTarget [get] |
![]() | |
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] |
![]() | |
![]() |
Additional Inherited Members | |
![]() | |
enum | CharacterActionInputType { Perform = 0 , PerformCancel = 1 , Start = 10 , StartCancel = 11 } |
![]() | |
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) |
![]() | |
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 bool | checkMessage (string parameter, string message) |
![]() | |
PlayableAnimation | _animation |
![]() | |
bool | _isDestroyed = false |
![]() | |
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< CharacterActionBase > | CanStartChanged |
fired when whether the action can be started changes | |
Action< CharacterActionBase > | CanEndChanged |
fired when whether the action can be ended changes some actions can be ended before they end on their own(released motions for example) | |
|
inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
|
inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
|
inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
|
inlinevirtual |
Reimplemented from AdventureCore.ControllerActionBase.
|
inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
|
inlinevirtual |
Reimplemented from AdventureCore.CharacterActionBase.
|
inlinevirtual |
Reimplemented from AdventureCore.ControllerActionBase.