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AdventureHero Namespace Reference

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  HeroEquipmentButton
 logic for an entry in the equipment pause menu
visualizes the item and starts its action when the buttons is pressed 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  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...