Third Person Cover Shooter  1.6
CoverShooter.AnimatedActorAction Class Referenceabstract

An action that moves the actor towards the target and executes an animation. More...

Inheritance diagram for CoverShooter.AnimatedActorAction:
CoverShooter.EffectAction CoverShooter.AIAction CoverShooter.DamageBuffAction CoverShooter.HealAction

Public Member Functions

override bool WillMoveForActor (Actor target)
 Will the action require it's executor to move if targeted at the given actor. More...
 
override bool Update ()
 Updates the action during it's execution. More...
 
override void Stop ()
 Stops the action at the end of it's execution. More...
 
override bool OnFinishAction ()
 Catches the animator event during the execution and may perform the action. More...
 
- Public Member Functions inherited from CoverShooter.AIAction
void SetupActor (Actor actor)
 Set's the actor that executes the action. More...
 
bool Execute (Actor actor)
 Starts the action by the given executor. More...
 
bool Execute (Actor actor, Vector3 position)
 Starts the action by the given executor. More...
 
bool Execute (Actor actor, Actor target)
 Starts the action by the given executor. More...
 
virtual bool IsNeededFor (Actor target)
 Should the AI perform the action on the given target. More...
 
virtual bool OnThrow ()
 Catches the animator event during the throw animation and may perform the action. More...
 
virtual bool WillMoveForPosition (Vector3 target)
 Will the action require it's executor to move if targeted at the given position. More...
 

Public Attributes

Color Color = Color.white
 Associated UI color. More...
 
float Distance = 1
 Distance to the target at which the action is performed. More...
 
- Public Attributes inherited from CoverShooter.EffectAction
GameObject EffectPrefab
 Hit effect prefab that is instantiated on hit. More...
 
AudioClip [] Sounds
 Random sounds played on hit. More...
 
- Public Attributes inherited from CoverShooter.AIAction
bool Auto
 Is the action performed automatically by the AI. More...
 
float Cooldown = 1
 Time in seconds to wait after activation before the action can be performed again. More...
 

Protected Member Functions

override bool Start ()
 Starts the action. More...
 
abstract void Perform ()
 Performs the action on target actor specified earlier. More...
 
- Protected Member Functions inherited from CoverShooter.EffectAction
void PlayEffect (Actor parent, Vector3 position)
 Plays the effect at a location. More...
 
- Protected Member Functions inherited from CoverShooter.AIAction
void MarkCooldown ()
 Set's the cooldown timer. More...
 

Protected Attributes

CharacterMotor _motor
 
CharacterMotor _targetMotor
 
- Protected Attributes inherited from CoverShooter.AIAction
Actor _actor
 
Actor _targetActor
 
Vector3 _targetPosition
 

Properties

override Color UIColor [get]
 Color of the action when presented in the UI. More...
 
bool StopsTargetActor [get]
 Does the animation stop the targeted actor. More...
 
abstract string Process [get]
 Name of the process given to the character motor. More...
 
- Properties inherited from CoverShooter.AIAction
bool CanTargetAny [get]
 Can the action be targeted at both enemies and allies. More...
 
bool NeedsTargetLocation [get]
 Does the action require a target location to be executed. More...
 
bool NeedsOnlySelf [get]
 Can the action include self. More...
 
bool NeedsSingleTargetActor [get]
 Is the action always targeted at a single actor. More...
 
float Wait [get]
 Time in seconds left to wait before the action can be used again. More...
 
virtual bool CanTargetSelf [get]
 Can the action target the executor themselves. More...
 
virtual bool CanTargetEnemy [get]
 Can the action target enemies of the executor directly. More...
 
virtual bool CanTargetAlly [get]
 Can the action target allies of the executor directly. More...
 
virtual bool ShouldIgnoreDead [get]
 Should the UI ignore dead actors when picking targets. More...
 
virtual bool CanTargetGround [get]
 Can the action be targeted at a location and not actors. More...
 
virtual bool CanTargetMultiple [get]
 Can the action target multiple actors at once. More...
 
virtual bool HasNoTimeout [get]
 Can the action be cancelled if the Timout in AIActions is triggered. More...
 
virtual float UIRadius [get]
 Radius of the target sphere when the action is displayed in the UI. More...
 
abstract Color UIColor [get]
 Color of the action when presented in the UI. More...
 

Detailed Description

An action that moves the actor towards the target and executes an animation.

Member Function Documentation

◆ OnFinishAction()

override bool CoverShooter.AnimatedActorAction.OnFinishAction ( )
virtual

Catches the animator event during the execution and may perform the action.

Returns true if that is the case.

Reimplemented from CoverShooter.AIAction.

◆ Perform()

abstract void CoverShooter.AnimatedActorAction.Perform ( )
protectedpure virtual

Performs the action on target actor specified earlier.

Implemented in CoverShooter.HealAction, and CoverShooter.DamageBuffAction.

◆ Start()

override bool CoverShooter.AnimatedActorAction.Start ( )
protectedvirtual

Starts the action.

Returns true if the action should continue running until finished.

Implements CoverShooter.AIAction.

◆ Stop()

override void CoverShooter.AnimatedActorAction.Stop ( )
virtual

Stops the action at the end of it's execution.

Implements CoverShooter.AIAction.

◆ Update()

override bool CoverShooter.AnimatedActorAction.Update ( )
virtual

Updates the action during it's execution.

If false is returned the action is stopped.

Implements CoverShooter.AIAction.

◆ WillMoveForActor()

override bool CoverShooter.AnimatedActorAction.WillMoveForActor ( Actor  target)
virtual

Will the action require it's executor to move if targeted at the given actor.

Reimplemented from CoverShooter.AIAction.

Member Data Documentation

◆ _motor

CharacterMotor CoverShooter.AnimatedActorAction._motor
protected

◆ _targetMotor

CharacterMotor CoverShooter.AnimatedActorAction._targetMotor
protected

◆ Color

Color CoverShooter.AnimatedActorAction.Color = Color.white

Associated UI color.

◆ Distance

float CoverShooter.AnimatedActorAction.Distance = 1

Distance to the target at which the action is performed.

Property Documentation

◆ Process

abstract string CoverShooter.AnimatedActorAction.Process
getprotected

Name of the process given to the character motor.

◆ StopsTargetActor

bool CoverShooter.AnimatedActorAction.StopsTargetActor
getprotected

Does the animation stop the targeted actor.

◆ UIColor

override Color CoverShooter.AnimatedActorAction.UIColor
get

Color of the action when presented in the UI.


The documentation for this class was generated from the following file: