ActionAdventureKit 1.8.0
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interface for any behaviour that sends damage to a IDamageReceiver
check TriggerDamageReceiver and TriggerDamageSender for a common implementation that can in turn be built upon
Public Member Functions | |
Vector3 | GetPosition () |
position of the receiver, may be used to determine damage direction | |
Vector3 | GetDirection (IDamageReceiver receiver) |
calculates direction of damage between this sender and a receiver | |
bool | PreDamage (IDamageReceiver receiver) |
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 (IDamageReceiver receiver, 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 | |
Properties | |
IEnumerable< DamageParameter > | Damages [get] |
Properties inherited from AdventureCore.ICharacterAssociator | |
CharacterBase | AssociatedCharacter [get] |
character that owns or is otherwise associted with the object | |
Vector3 AdventureCore.IDamageSender.GetDirection | ( | IDamageReceiver | receiver | ) |
calculates direction of damage between this sender and a receiver
receiver |
Implemented in AdventureCore.DamageEffect, AdventureCore.MovingDamageSender, AdventureCore.SphereDamageSender, AdventureCore.TriggerDamageSender, AdventureCore.VisualScripting.DamageSenderUnit.UnitDamageSender, and AdventureSouls.SoulsCriticalAction.
Vector3 AdventureCore.IDamageSender.GetPosition | ( | ) |
position of the receiver, may be used to determine damage direction
Implemented in AdventureCore.DamageEffect, AdventureCore.SphereDamageSender, AdventureCore.TriggerDamageSender, AdventureCore.VisualScripting.DamageSenderUnit.UnitDamageSender, and AdventureSouls.SoulsCriticalAction.
void AdventureCore.IDamageSender.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.DamageEffect, AdventureCore.SphereDamageSender, AdventureCore.TriggerDamageSender, AdventureCore.VisualScripting.DamageSenderUnit.UnitDamageSender, and AdventureSouls.SoulsCriticalAction.
void AdventureCore.IDamageSender.PostDamage | ( | IDamageReceiver | receiver, |
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.DamageEffect, AdventureCore.ProjectileDamageSender, AdventureCore.SphereDamageSender, AdventureCore.TriggerDamageSender, AdventureCore.VisualScripting.DamageSenderUnit.UnitDamageSender, and AdventureSouls.SoulsCriticalAction.
bool AdventureCore.IDamageSender.PreDamage | ( | IDamageReceiver | receiver | ) |
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
receiver |
Implemented in AdventureCore.DamageEffect, AdventureCore.ProjectileDamageSender, AdventureCore.SphereDamageSender, AdventureCore.TriggerDamageSender, AdventureCore.VisualScripting.DamageSenderUnit.UnitDamageSender, and AdventureSouls.SoulsCriticalAction.