ActionAdventureKit 1.5.4
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Classes | |
class | HeroActionOverrideInstruction |
instruction that sets the "ActionOverride" visual scripting scene variable More... | |
class | HeroActionPanel |
visualizes the current context action(opening chests, carrying stuff, ...) More... | |
class | HeroBlockAction |
action that allows characters to push and pull on a block ends when the button is released(CONTEXT_ACTION_RELEASE message sent from visual scripting) More... | |
class | HeroBoulder |
class | HeroCarryAction |
action for carrying and subsequently throwing objects the configured rigidbody is changed to isKinematic and parented to the ItemParentOverhead set on the player character when it is thrown the rigidbody is unparented and pushed More... | |
class | HeroChestAction |
action for chests that can be opened and add items to the players inventory More... | |
class | HeroClimbAction |
action that starts itself when close to fitting colliders if the input is pushed towards the collider while climbing the character moves along the selected collider, movement is limited by checking directional points automatically ends when moving down if the character is grounded and the collider ends can also finish in a pull up if the collider ends at the top and fitting ground is detected only works with convex colliders because Physics.ClosestPoint(Vector3, Collider, Vector3, Quaternion) is used climbing only works on one item at a time, multiple colliders can be used by combining them in a rigidbody More... | |
class | HeroEquipmentItem |
equipment items can be assigned to equipment buttons, when the assigned button is pressed the action on the instantiated item is started More... | |
class | HeroEquipmentSlot |
item slot for equipment in the hero demo(bombs, grapple hook, ...) instantiates the action prefab that hero equipment items define when equipped overrides the regular usage mechanism to start that action instead More... | |
class | HeroGearToggle |
logic for an entry in the gear pause menu visualizes the item and equips/unequips it when the toggle is changed More... | |
class | HeroGuardAction |
action that holds up a shield in the players direction this is done by activating an animation and rotating IK bones More... | |
class | HeroHealthBar |
visualizes a resource(health) using quartered sprites(hearts) More... | |
class | HeroHealthUnit |
combines the images for regular and health sprites for use in HeroHealthBar More... | |
class | HeroItemButton |
logic for an entry in the equipment pause menu visualizes the item and starts its action when the buttons is pressed More... | |
class | HeroMenu |
manages menu animation, tab changing and quitting the game More... | |
class | HeroMenuTab |
represents one tab in the pause menu(gear, equipment, ...) provides events on activation, selects its first selectable when activated(needed for gamepad navigation) More... | |
class | HeroPickupArea |
slighty modified ItemPickupArea that lets the player character know about picked up items so it can play a special pickup animation for new or special ones More... | |
class | HeroPlayerCharacter |
central character component for the player character used to configure various transforms, manages item pickup animation for newly and special items and sheathing of sword and shield More... | |
class | HeroSlingAction |
action that fires a projectile from a slingshot controls the slingshot model visibility and animation adjusts character IK to align with target or camera direction instantiates projectile and removes ammo when button is released More... | |
class | HeroSlotPanel |
visualizes the item currently equipped to a slot and manages the assignment animation moving the item from the equipment menu to the slot in the HUD More... | |