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    Class Character

    General representation of characters in AngeliA games

    Implements
    IMapItem
    IDamageReceiver
    ICarrier
    IWithCharacterMovement
    IWithCharacterAttackness
    IWithCharacterHealth
    IWithCharacterBuff
    IWithCharacterRenderer

    Constructors

    Character()

    Declaration
    public Character()

    Fields

    Attackness

    Instance of the current functioning attackness behaviour

    Declaration
    public CharacterAttackness Attackness

    Buff

    Instance of the buff behaviour

    Declaration
    public readonly CharacterBuff Buff

    FullSleepDuration

    How long does it takes to get into full sleep

    Declaration
    public readonly FrameBasedInt FullSleepDuration

    Health

    Instance of the current functioning health behaviour

    Declaration
    public CharacterHealth Health

    Movement

    Instance of the current functioning movement behaviour

    Declaration
    public CharacterMovement Movement

    NativeAttackness

    Instance of the attackness behaviour from the character themselfs

    Declaration
    public readonly CharacterAttackness NativeAttackness

    NativeHealth

    Instance of the health behaviour from the character themselfs

    Declaration
    public readonly CharacterHealth NativeHealth

    NativeMovement

    Instance of the movement behaviour from the character themselfs

    Declaration
    public readonly CharacterMovement NativeMovement

    NativeRenderer

    Instance of the rendering behaviour from the character themselfs

    Declaration
    public readonly CharacterRenderer NativeRenderer

    Rendering

    Instance of the current functioning rendering behaviour

    Declaration
    public CharacterRenderer Rendering

    TeleportDuration

    How long does it takes to complete teleport

    Declaration
    public readonly FrameBasedInt TeleportDuration

    Properties

    AirDragX

    Amount of horizontal speed lost every frame

    Declaration
    public override int AirDragX { get; }
    Overrides
    Rigidbody.AirDragX

    AirDragY

    Amount of vertical speed lost every frame

    Declaration
    public override int AirDragY { get; }
    Overrides
    Rigidbody.AirDragY

    AllowBeingPush

    True if this entity can be push by other

    Declaration
    public override bool AllowBeingPush { get; }
    Overrides
    Rigidbody.AllowBeingPush

    AnimationType

    Current animation type of this character is showing

    Declaration
    public CharacterAnimationType AnimationType { get; set; }

    AttackTargetTeam

    Target team for dealing damage to other

    Declaration
    public virtual int AttackTargetTeam { get; }

    BodySuitInteractable

    True if this character can equip body armor from equipment items (not effect cloths)

    Declaration
    public bool BodySuitInteractable { get; set; }

    Bouncy

    How bouncy is this character appears to be (150 by default)

    Declaration
    public virtual int Bouncy { get; }

    CarryOtherOnTop

    Trhe if this entity can carry other ICarrier on top

    Declaration
    public override bool CarryOtherOnTop { get; }
    Overrides
    Rigidbody.CarryOtherOnTop

    CharacterState

    Current general game state of this character

    Declaration
    public CharacterState CharacterState { get; }

    CurrentAttackSpeedRate

    How fast should the character attacks (0 means couldn't attack, 1000 means normal speed)

    Declaration
    public int CurrentAttackSpeedRate { get; }

    DefaultCharacterHeight

    Intrinsic body height of this character in cm

    Declaration
    public virtual int DefaultCharacterHeight { get; }

    DespawnAfterPassoutDelay

    How many frames does this character despawn after passout. Set to -1 if they don't despawn

    Declaration
    public int DespawnAfterPassoutDelay { get; set; }

    EjectWhenInsideGround

    True if this entity try to move out of ground automatically when it stuck inside ground

    Declaration
    public override bool EjectWhenInsideGround { get; }
    Overrides
    Rigidbody.EjectWhenInsideGround

    FacingRight

    True if this entity is facing right side

    Declaration
    public override bool FacingRight { get; }
    Overrides
    Rigidbody.FacingRight

    FinalCharacterHeight

    Get the height of this character in global space

    Declaration
    public virtual int FinalCharacterHeight { get; }

    GlovesInteractable

    True if this character can equip gloves from equipment items (not effect cloths)

    Declaration
    public bool GlovesInteractable { get; set; }

    HandToolInteractable

    True if this character can equip handtool from equipment items

    Declaration
    public bool HandToolInteractable { get; set; }

    HelmetInteractable

    True if this character can equip helmet from equipment items (not effect cloths)

    Declaration
    public bool HelmetInteractable { get; set; }

    IgnoreDamageType

    Do not take damage in these types

    Declaration
    public virtual Tag IgnoreDamageType { get; }

    InventoryColumn

    Column count for this character's inventory

    Declaration
    public virtual int InventoryColumn { get; }

    InventoryID

    Unique ID of this character from inventory system

    Declaration
    public int InventoryID { get; }

    InventoryRow

    Row count for this character's inventory

    Declaration
    public virtual int InventoryRow { get; }

    InventoryType

    Which type of inventory does this character have

    Declaration
    public virtual CharacterInventoryType InventoryType { get; }

    JewelryInteractable

    True if this character can equip jewelry from equipment items

    Declaration
    public bool JewelryInteractable { get; set; }

    LastRequireBounceFrame

    Frame when character last start to bounce

    Declaration
    public int LastRequireBounceFrame { get; set; }

    PassOutFrame

    Frame when character passout

    Declaration
    public int PassOutFrame { get; }

    PhysicalLayer

    Which physical layer should this entity fill it's collider in

    Declaration
    public override sealed int PhysicalLayer { get; }
    Overrides
    Rigidbody.PhysicalLayer

    RenderingCellIndex

    First rendering cell's index for current frame

    Declaration
    public int RenderingCellIndex { get; }

    SelfCollisionMask

    Intrinsic physics layers this entity should collide with

    Declaration
    public override sealed int SelfCollisionMask { get; }
    Overrides
    Rigidbody.SelfCollisionMask

    ShoesInteractable

    True if this character can equip shoes from equipment items (not effect cloths)

    Declaration
    public bool ShoesInteractable { get; set; }

    SleepStartFrame

    Frame when character start to sleep

    Declaration
    public int SleepStartFrame { get; set; }

    Team

    Target team for taking damage from other

    Declaration
    public virtual int Team { get; }

    TeleportEndFrame

    End frame of the end of teleport

    Declaration
    public int TeleportEndFrame { get; }

    TeleportToFrontSide

    True if the character is teleporting to front side layer (closer to camera)

    Declaration
    public bool TeleportToFrontSide { get; }

    Teleporting

    True if the character is teleporting

    Declaration
    public bool Teleporting { get; }

    TeleportingWithPortal

    True if the character is teleporting with a portal

    Declaration
    public bool TeleportingWithPortal { get; }

    Methods

    AfterReposition(Int3, Int3)

    This function is called when the entity's map position got repositioned by stage

    Declaration
    public override void AfterReposition(Int3 fromUnitPos, Int3 toUnitPos)
    Overrides
    Entity.AfterReposition(Int3, Int3)

    BeforeUpdate()

    [2/4] This function is called every frame when entity is in stage. Prioritize using this function to update physics logic.

    Declaration
    public override void BeforeUpdate()
    Overrides
    Entity.BeforeUpdate()

    Bounce()

    Make the character bounce

    Declaration
    public void Bounce()

    CancelBounce()

    Stop the character from bouncing

    Declaration
    public void CancelBounce()

    CreateNativeAttackness()

    Create new instance for character's intrinsic attackness behaviour

    Declaration
    protected virtual CharacterAttackness CreateNativeAttackness()

    CreateNativeHealth()

    Create new instance for character's intrinsic health behaviour

    Declaration
    protected virtual CharacterHealth CreateNativeHealth()

    CreateNativeMovement()

    Create new instance for character's intrinsic movement behaviour

    Declaration
    protected virtual CharacterMovement CreateNativeMovement()

    CreateNativeRenderer()

    Create new instance for character's intrinsic rendering behaviour

    Declaration
    protected virtual CharacterRenderer CreateNativeRenderer()

    EnterTeleportState(bool, bool, bool)

    Make character apears to be teleported. This will not actually teleport the character.

    Declaration
    public void EnterTeleportState(bool front, bool portal, bool lastHalfOnly = false)
    Parameters
    Type Name Description
    bool front

    True if teleport to front layer

    bool portal

    True if teleport by a portal

    bool lastHalfOnly

    True if only shows the last half part of the teleport

    EquipmentAvailable(EquipmentType)

    True if given type of equipment is available for this character

    Declaration
    public bool EquipmentAvailable(EquipmentType equipmentType)

    FirstUpdate()

    [1/4] This function is called every frame when entity is in stage. Prioritize using this function to fill collider in to physics system.

    Declaration
    public override void FirstUpdate()
    Overrides
    Rigidbody.FirstUpdate()

    GetBonusFromFullSleep()

    Give the character all bonus from full sleep

    Declaration
    public void GetBonusFromFullSleep()

    GetCurrentPoseAnimationType()

    Calculate which type of animation should this character shows

    Declaration
    public virtual CharacterAnimationType GetCurrentPoseAnimationType()

    GetDescription()

    Get character's description from language system

    Declaration
    public string GetDescription()

    GetDisplayName()

    Get character's display name from language system

    Declaration
    public string GetDisplayName()

    IgnoreDamageFromLevel(int)

    Make character not taking damage from level blocks for specified frames long

    Declaration
    public void IgnoreDamageFromLevel(int duration = 1)

    InsideGroundCheck()

    Function that holds the stuck inside ground checking logic

    Declaration
    protected override bool InsideGroundCheck()
    Overrides
    Rigidbody.InsideGroundCheck()

    IsAttackAllowedByEquipment()

    True if character can perform attack unfer current equipment set

    Declaration
    public virtual bool IsAttackAllowedByEquipment()

    IsAttackAllowedByMovement()

    True if character can perform attack under current movement

    Declaration
    public virtual bool IsAttackAllowedByMovement()

    LateUpdate()

    [4/4] This function is called every frame when entity is in stage. Prioritize using this function to render the entity.

    Declaration
    public override void LateUpdate()
    Overrides
    Entity.LateUpdate()

    LockAnimationType(CharacterAnimationType, int)

    Force character to show the given type of animation for specified frames long

    Declaration
    public void LockAnimationType(CharacterAnimationType type, int duration = 1)

    OnActivated()

    This function is called when entity enter the stage

    Declaration
    public override void OnActivated()
    Overrides
    Rigidbody.OnActivated()

    OnCharacterRendered()

    This function is called after character is rendered

    Declaration
    public virtual void OnCharacterRendered()

    OnDamaged(Damage)

    This function is called when character take damage

    Declaration
    public virtual void OnDamaged(Damage damage)

    OnInactivated()

    This function is called when entity leave the stage

    Declaration
    public override void OnInactivated()
    Overrides
    Entity.OnInactivated()

    OverrideAttackness(CharacterAttackness, int)

    Override the attackness behaviour for specified frames

    Declaration
    public void OverrideAttackness(CharacterAttackness attacknessOverride, int duration = 1)

    OverrideHealth(CharacterHealth, int)

    Override the health behaviour for specified frames

    Declaration
    public void OverrideHealth(CharacterHealth healthOverride, int duration = 1)

    OverrideMovement(CharacterMovement, int)

    Override the movement behaviour for specified frames

    Declaration
    public void OverrideMovement(CharacterMovement movementOverride, int duration = 1)

    OverrideRenderer(CharacterRenderer, int)

    Override the rendering behaviour for specified frames

    Declaration
    public void OverrideRenderer(CharacterRenderer rendererOverride, int duration = 1)

    SetCharacterState(CharacterState)

    Set character's general game state, ignore when state already is the current one

    Declaration
    public virtual void SetCharacterState(CharacterState state)

    TryRepairAllEquipments(bool)

    Repair equipments once for this character

    Declaration
    public int TryRepairAllEquipments(bool requireMultiple = false)
    Parameters
    Type Name Description
    bool requireMultiple

    Set to true to repair all equipments for once

    Update()

    [3/4] This function is called every frame when entity is in stage. Prioritize using this function to update physics logic.

    Declaration
    public override void Update()
    Overrides
    Rigidbody.Update()
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