ActionAdventureKit 1.7.3
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the weapon behaviour carries attack actions for either hand as well as its base damage
its prefab is configured on the SoulsWeaponItem and it gets instantiated by the SoulsWeaponSlot on equip
that base damage can be modified by the attacks and by stat bonuses
Classes | |
class | DamageBonus |
Public Types | |
enum | WeaponStance { None = 0 , TwoHand = 10 , Bow = 20 } |
Public Member Functions | |
void | Activate (SoulsWeaponSlot slot) |
void | Deactivate () |
void | ActivateDamage (CharacterBase character, float modifier) |
void | DeactivateDamage () |
virtual void | ToggleTwoHanded () |
DamageParameter | ModifyDamage (CharacterBase character, DamageParameter damageParameter, float modifier) |
Public Attributes | |
WeaponStance | TwoHandStance |
CharacterActionBase | RightLight |
CharacterActionBase | RightHeavy |
CharacterActionBase | LeftLight |
CharacterActionBase | LeftHeavy |
CharacterActionBase | RightLightTwoHanded |
CharacterActionBase | RightHeavyTwoHanded |
CharacterActionBase | LeftLightTwoHanded |
CharacterActionBase | LeftHeavyTwoHanded |
DamageParameter[] | BaseDamages |
TriggerDamageSender | DamageSender |
DamageBonus[] | DamageBonuses |
Static Public Attributes | |
static int | STANCE_HASH = Animator.StringToHash("Stance") |
Properties | |
bool | IsTwoHanded [get, set] |
SoulsWeaponSlot | Slot [get, protected set] |