Third Person Cover Shooter  1.6
CoverShooter.HealAction Class Reference

Heals a single actor. More...

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

Public Member Functions

override bool IsNeededFor (Actor target)
 Should the AI perform the action on the given target. More...
 
- Public Member Functions inherited from CoverShooter.AnimatedActorAction
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 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

float Amount = 100
 Amount of health restored. More...
 
float AutoTriggerHealth = 0.6f
 Health value of an ally that triggers the AI to use this action. More...
 
bool Outlines = true
 Should an outline be displayed on a target actor upon heal. More...
 
float OutlineDuration = 1
 Duration of the outline on a healed actor. More...
 
bool AutoHelpOnlyCovered = false
 Will the AI only consider helping allies under cover. More...
 
- Public Attributes inherited from CoverShooter.AnimatedActorAction
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 void Perform ()
 Performs the action on target actor specified earlier. More...
 
- Protected Member Functions inherited from CoverShooter.AnimatedActorAction
override bool Start ()
 Starts the action. 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...
 

Properties

override bool CanTargetAlly [get]
 Can the action target allies of the executor directly. More...
 
override bool CanTargetSelf [get]
 Can the action target the executor themselves. More...
 
override bool CanTargetEnemy [get]
 Can the action target enemies of the executor directly. More...
 
override string Process [get]
 Name of the process given to the character motor. More...
 
override bool ShouldIgnoreDead [get]
 Should the UI ignore dead actors when picking targets. More...
 
- Properties inherited from CoverShooter.AnimatedActorAction
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...
 

Additional Inherited Members

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

Detailed Description

Heals a single actor.

Member Function Documentation

◆ IsNeededFor()

override bool CoverShooter.HealAction.IsNeededFor ( Actor  target)
virtual

Should the AI perform the action on the given target.

Reimplemented from CoverShooter.AIAction.

◆ Perform()

override void CoverShooter.HealAction.Perform ( )
protectedvirtual

Performs the action on target actor specified earlier.

Implements CoverShooter.AnimatedActorAction.

Member Data Documentation

◆ Amount

float CoverShooter.HealAction.Amount = 100

Amount of health restored.

◆ AutoHelpOnlyCovered

bool CoverShooter.HealAction.AutoHelpOnlyCovered = false

Will the AI only consider helping allies under cover.

◆ AutoTriggerHealth

float CoverShooter.HealAction.AutoTriggerHealth = 0.6f

Health value of an ally that triggers the AI to use this action.

◆ OutlineDuration

float CoverShooter.HealAction.OutlineDuration = 1

Duration of the outline on a healed actor.

◆ Outlines

bool CoverShooter.HealAction.Outlines = true

Should an outline be displayed on a target actor upon heal.

Property Documentation

◆ CanTargetAlly

override bool CoverShooter.HealAction.CanTargetAlly
get

Can the action target allies of the executor directly.

◆ CanTargetEnemy

override bool CoverShooter.HealAction.CanTargetEnemy
get

Can the action target enemies of the executor directly.

◆ CanTargetSelf

override bool CoverShooter.HealAction.CanTargetSelf
get

Can the action target the executor themselves.

◆ Process

override string CoverShooter.HealAction.Process
getprotected

Name of the process given to the character motor.

◆ ShouldIgnoreDead

override bool CoverShooter.HealAction.ShouldIgnoreDead
get

Should the UI ignore dead actors when picking targets.


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