action for usable items
the POCKET message is used to indicate the character reaching into its pocket before and after using the item
ACT is used to indicate the character actually using the item and for its effects to occur
https://adventure.softleitner.com/manual/acting
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override bool | CanStart (CharacterActorBase actor) |
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override void | OnStart (CharacterActorBase actor, bool jumpStart=false) |
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override void | OnEnd (CharacterActionBase next) |
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override void | OnMessage (string parameter) |
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void | ShowSlot () |
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void | HideSlot () |
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void | BindInput (InputAction inputAction) |
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void | UnbindInput (InputAction inputAction) |
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virtual void | Input (InputAction.CallbackContext callbackContext) |
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virtual void | Input (InputAction.CallbackContext callbackContext, CharacterActorBase actor) |
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virtual void | InputClick (CharacterActorBase actor) |
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virtual void | InputDown (CharacterActorBase actor) |
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virtual void | InputUp (CharacterActorBase actor) |
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virtual bool | CanEnd (CharacterActionBase next) |
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void | ForceAction (bool jumpStart=false) |
| convenience method for inspector events that calls StartAction(bool, bool) with force=true
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void | JumpStartAction (bool force=false) |
| convenience method for inspector events that calls StartAction(bool, bool) with jumpStart=true
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void | StartAction () |
| overload of StartAction(bool, bool) without a return type so it can be found in event triggers in the inspector
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bool | StartAction (bool jumpStart=false, bool force=false) |
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virtual bool | StartAction (CharacterActorBase actor, bool jumpStart=false, bool force=false) |
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virtual void | EndAction () |
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virtual void | AddAction (CharacterActorBase actor) |
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virtual void | RemoveAction (CharacterActorBase actor) |
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virtual void | SendCharacterMessages (string e) |
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virtual void | SendCharacterMessage (string e) |
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virtual void | MoveCharacter (Transform transform) |
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virtual void | OnInput (bool parameter) |
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virtual void | OnInput (int parameter) |
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virtual void | OnInput (Vector2 parameter) |
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virtual string | GetName () |
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override void | OnDestroy () |
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virtual void | createAnimation () |
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virtual void | cancelAnimation () |
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virtual void | endAnimation (CharacterActionBase _) |
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virtual void | onAnimationFinished (PlayableAnimation a) |
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override void | setTrigger (int id) |
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override void | setBool (int id, bool value) |
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override void | setInt (int id, int value) |
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override void | setFloat (int id, float value) |
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override void | setState (int id) |
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virtual void | OnEnable () |
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virtual void | OnDisable () |
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void | onCanStartChanged () |
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void | onCanEndChanged () |
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void | addInstructions (IEnumerable< CharacterInstructionBase > instructions) |
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void | removeInstructions (IEnumerable< CharacterInstructionBase > instructions) |
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void | addInstruction (CharacterInstructionBase instruction) |
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void | removeInstruction (CharacterInstructionBase instruction) |
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static bool | checkMessage (string parameter, string message) |
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PlayableAnimation | _animation |
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bool | _isDestroyed = false |
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Action< bool > | IsAvailableChanged |
| IsAvailable asserts whether an action is availabel at all, even if it can't be started.
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Action< bool > | IsHappeningChanged |
| fired when the action starts and ends
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Action< CharacterActionBase > | CanStartChanged |
| fired when whether the action can be started changes
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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)
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