ActionAdventureKit 1.7.3
|
interface for any behaviour that receives damage from a IDamageSender
check TriggerDamageReceiver and TriggerDamageSender for a common implementation that can in turn be built upon
Public Member Functions | |
bool | PreDamage (IDamageSender sender) |
called before any real damage handling to check if the handling is valid and should continue for example if a character is currently dodging damage handling can be cancelled here | |
void | OnDamage (DamageEvent e) |
this is where the main damage handling should take place and damage vectors are assigned OnDamage is called in the order Sender > Receiver > Damage for example if a character is wearing protective gear it may reduce the damage value here this method is called for every damage parameter see DamageEvent for more details | |
void | PostDamage (IDamageSender sender, List< DamageEvent > events) |
called after alle the damages have been applied this is a good spot to react to the change of state that has been done by the damages for example death or destruction if health was reduced to 0 by the damages | |
Additional Inherited Members | |
Properties inherited from AdventureCore.ICharacterAssociator | |
CharacterBase | AssociatedCharacter [get] |
character that owns or is otherwise associted with the object | |
void AdventureCore.IDamageReceiver.OnDamage | ( | DamageEvent | e | ) |
this is where the main damage handling should take place and damage vectors are assigned
OnDamage is called in the order Sender > Receiver > Damage
for example if a character is wearing protective gear it may reduce the damage value here
this method is called for every damage parameter see DamageEvent for more details
e |
Implemented in AdventureCore.TriggerDamageReceiver.
void AdventureCore.IDamageReceiver.PostDamage | ( | IDamageSender | sender, |
List< DamageEvent > | events ) |
called after alle the damages have been applied
this is a good spot to react to the change of state that has been done by the damages
for example death or destruction if health was reduced to 0 by the damages
sender | |
events |
Implemented in AdventureCore.DestructibleDamageReceiver, AdventureCore.MovableDamageReceiver, and AdventureCore.TriggerDamageReceiver.
bool AdventureCore.IDamageReceiver.PreDamage | ( | IDamageSender | sender | ) |
called before any real damage handling to check if the handling is valid and should continue
for example if a character is currently dodging damage handling can be cancelled here
sender |
Implemented in AdventureCore.TriggerDamageReceiver.