action that toggles a weapons two handedness and ends immediately
for example bows can't do anything onehanded so this action is put into the attacks instead
https://adventure.softleitner.com/manual/acting
|
override void | OnStart (CharacterActorBase actor, bool jumpStart=false) |
|
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 void | InputDown (CharacterActorBase actor) |
|
virtual void | InputUp (CharacterActorBase actor) |
|
virtual bool | CanStart (CharacterActorBase actor) |
|
virtual bool | CanEnd (CharacterActionBase next) |
|
virtual void | OnEnd (CharacterActionBase next) |
|
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 | OnMessage (string parameter) |
|
virtual void | OnInput (bool parameter) |
|
virtual void | OnInput (int parameter) |
|
virtual void | OnInput (Vector2 parameter) |
|
virtual string | GetName () |
|
|
enum | CharacterActionInputType { Perform = 0
, PerformCancel = 1
, Start = 10
, StartCancel = 11
} |
|
virtual void | OnDestroy () |
|
virtual void | OnEnable () |
|
virtual void | OnDisable () |
|
virtual void | setTrigger (int id) |
|
virtual void | setBool (int id, bool value) |
|
virtual void | setInt (int id, int value) |
|
virtual void | setFloat (int id, float value) |
|
virtual void | setState (int id) |
|
void | onCanStartChanged () |
|
void | onCanEndChanged () |
|
void | addInstructions (IEnumerable< CharacterInstructionBase > instructions) |
|
void | removeInstructions (IEnumerable< CharacterInstructionBase > instructions) |
|
void | addInstruction (CharacterInstructionBase instruction) |
|
void | removeInstruction (CharacterInstructionBase instruction) |
|
bool | _isDestroyed = false |
|
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] |
|
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)
|
|