ActionAdventureKit 1.7.3
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Classes | |
interface | ICritical |
interface for any character that can crit checked when SoulsAttackAction.CanCritical is set and the attack receives input More... | |
interface | IGetCritted |
interface for any character that can get critted carries some info about its state and position so the crit can check if it lines up to any of the critteds openings More... | |
interface | IGetGuardBroken |
interface for any character that can be guard broken by a parry when a character with this interface damages another that is currently parrying it gets guard broken this usually opens it up for a crit or at least puts it out of comission for a time More... | |
interface | IGetStaggered |
interface for characters that can get staggered, happens when the character hits into a guard action without breaking it More... | |
struct | SoulsAppearanceInfo |
class | SoulsArmorItem |
item that is visualized with a mesh renderer and carries some stat bonuses the logic that actually applies the bonuses and shows the mesh sits in SoulsArmorSlot this is done because the slot has access to the character while the item carries no runtime data More... | |
class | SoulsArmorSlot |
slot for SoulsArmorItem, instantiates the armor mesh on the character and applies its bonuses More... | |
class | SoulsArrowItem |
item that holds the visual and projectile for arrows that are used in SoulsShootAction More... | |
class | SoulsArrowSlot |
slot for SoulsArrowItem More... | |
class | SoulsAttackAction |
action for basic melee attacks that may combo into additional hits in addition to START/END there are messages to control whether the weapon damage shoud be active(DMG_ON/DMG_OFF) the COMBO message should be sent when the animation is ready to transition into another attack More... | |
class | SoulsAttributeElement |
class | SoulsBonfireAction |
plays the correspondig timelines when entering, sitting or leaving a bonfire also responsible for aligning the character and camera as well as triggering the level up menu and the scene/character reset changing state entering>active and exiting>ended happens automatically when the timeline ends active>exiting is triggered when a cancel input(bool:false) is sent when the user presses B or the leave button the characters animator is autoamtically assigned to missing bindings which lets us decouple bonfires from the player character More... | |
class | SoulsBossArea |
boss area that closes off the player when the fight starts, triggers its health bar and handles persistence ends when the boss is destroyed which happens either when it is defeated or when the scene is unloaded because the player died + it suspends persistence during the fight so if the player quits out he starts back before the fight started if the fight has been previously won it removes the boss on start More... | |
class | SoulsCharacterBase |
defines some common logic for the different charcters in the souls demo this currently includes the guard, stagger, parry, guard break logic as well as the ragdoll More... | |
class | SoulsCommons |
singleton game manager class, this is where logic sits that pertains to the Game holds the more widely used types so they dont have to be set in a bunch of places(health, defense, ...) also reponsible for scene and save management More... | |
class | SoulsCriticalAction |
action that gets checked by attacks with SoulsAttackAction.CanCritical can only start when the trigger of a character with IGetCritted is in its trigger area it also checks if that angle is right for a front/back crit provided the critted character is open there when it is actually started it forces the critted character into a SoulsCrittedAction in addition ot START/END a HIT message has to be sent to indicate to moment of impact More... | |
class | SoulsCrittedAction |
action started on a critted character by SoulsCriticalAction moves the character to the appropriate position to be critted More... | |
class | SoulsDungeon |
scene logic for the dungeon level More... | |
class | SoulsEnemyCharacter |
basic enemy character which extends the basic NPC with a trigger area that aggroes to any character that enters it More... | |
class | SoulsEquipmentPanel |
class | SoulsFriendCharacter |
basic friendly NPC that only aggroes if hit more than once and has a some action that player can interact with(talking, trading, ...) the first time it is hit it will equip any weapon in its inventory and if it goes below half health it will try to heal More... | |
class | SoulsGuardAction |
action for holding up a weapon(typically a shield) that guards the character from damage More... | |
class | SoulsHideHUDInstruction |
instruction that hides the HUD while it is active(for cutscenes or sitting at the bonfire) More... | |
class | SoulsHideWeaponsInstruction |
instruction that hides the configured weapon slots when active(when opening doors, climbing ladders) the generic HideSlotInstruction would have also worked but having both in one is more convenient More... | |
class | SoulsHUD |
class | SoulsInput |
class | SoulsInventoryPanel |
class | SoulsItemElement |
class | SoulsItemSelector |
class | SoulsLadderAction |
action for climbing ladders with configurable segment count ENTER/EXIT messages are used to get on or off, the PASS message indicates that a segment has been successfully de-/ascended More... | |
class | SoulsLadderEnterAction |
proxy action for SoulsLadderAction needed so the ladder action knows if the character is at the start or end More... | |
class | SoulsLevelUp |
class | SoulsLoading |
class | SoulsMenu |
class | SoulsMenuPanel |
class | SoulsMorningstar |
a simple boss enemy with a stomp for longer distances, a spin for when the player is behind it and a smash More... | |
class | SoulsNewGameDialog |
class | SoulsNonPlayerCharacter |
common base for simple NPC characters that can be idle or attacking by default it starts attacking when hit and will attack until it runs out of stamina, recover and repeat More... | |
class | SoulsParryAction |
an action that can guard break another character if it deals damage to it between PARRY_ON and PARRY_OFF starting the actual guardBreak is done in CharacterBase.PreDamageReceive(IDamageSender, IDamageReceiver) More... | |
class | SoulsPickupAction |
class | SoulsPlayerCharacter |
ties together all the logic directly associated with the player More... | |
class | SoulsRecoverAction |
action for enemies that plays an animation while it refills a resource and ends when it is fully replenished More... | |
class | SoulsRecoveryAction |
similar to a pickup but instead of an item it gives the player the xp that was dropped on the last death More... | |
class | SoulsSaveElement |
struct | SoulsSaveInfo |
info that is persisted for every save slot and displayed in the main menu More... | |
class | SoulsShootAction |
action for firing projectiles from a bow weapon that is drawn uses SoulsArrowItem for the visual that is displayed during draw when it is fired the arrows projectile is created and one arrow is removed from inventory More... | |
class | SoulsSlotElement |
class | SoulsStamina |
special kind of refilling resource empties when the movement is sprinting stops refilling when the character is acting More... | |
class | SoulsSuspendActingInstruction |
disables all Act inputs while active More... | |
class | SoulsSystemPanel |
class | SoulsTalkAction |
class | SoulsTeleportAction |
class | SoulsTitle |
class | SoulsTradeAction |
class | SoulsTrading |
class | SoulsTwoHandAction |
action that toggles a weapons two handedness and ends immediately for example bows can't do anything onehanded so this action is put into the attacks instead More... | |
class | SoulsUsableAction |
action for usable items the POCKET message is used to indicate the character reaching into its pocket before and after using the item ACT is used to indicate the character actually using the item and for its effects to occur More... | |
class | SoulsUsableItem |
item that has an action which may use the item using the item will then add some resources to the character More... | |
class | SoulsUsableSlot |
instantiates the action/visual of the item equipped to it and binds input to its activation More... | |
class | SoulsUsableSlots |
special item slot proxy that rebinds input to the current usable slot when the slots behind the proxy are rotated through More... | |
class | SoulsWeapon |
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 More... | |
class | SoulsWeaponItem |
the weapon item carries the SoulsWeapons prefab which actually holds all the action and damage information More... | |
class | SoulsWeaponSlot |
instantiates the SoulsWeapon and binds inputs to the appropriate actions More... | |