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    Class CharacterAttackness

    Behavior class that handles attack logic for character

    Constructors

    CharacterAttackness(Character)

    Behavior class that handles attack logic for character

    Declaration
    public CharacterAttackness(Character character)

    Fields

    AirSpeedRateOnAttack

    Moving speed will be mutiply be this rate when character is attacking while not grounded (0 means 0%, 1000 means 100%)

    Declaration
    public readonly FrameBasedInt AirSpeedRateOnAttack

    AttackComboGap

    Attack happens between this many frames should be combo attacks

    Declaration
    public readonly FrameBasedInt AttackComboGap

    AttackInAir

    Allow character attack when not grounded

    Declaration
    public readonly FrameBasedBool AttackInAir

    AttackInWater

    Allow character attack when inside water

    Declaration
    public readonly FrameBasedBool AttackInWater

    AttackWhenClimbing

    Allow character attack when climbing

    Declaration
    public readonly FrameBasedBool AttackWhenClimbing

    AttackWhenDashing

    Allow character attack when dashing

    Declaration
    public readonly FrameBasedBool AttackWhenDashing

    AttackWhenFlying

    Allow character attack when flying

    Declaration
    public readonly FrameBasedBool AttackWhenFlying

    AttackWhenGrabbing

    Allow character attack when grabbing

    Declaration
    public readonly FrameBasedBool AttackWhenGrabbing

    AttackWhenPounding

    Allow character attack when pounding

    Declaration
    public readonly FrameBasedBool AttackWhenPounding

    AttackWhenRolling

    Allow character attack when rolling

    Declaration
    public readonly FrameBasedBool AttackWhenRolling

    AttackWhenRunning

    Allow character attack when running

    Declaration
    public readonly FrameBasedBool AttackWhenRunning

    AttackWhenRush

    Allow character attack when rushing

    Declaration
    public readonly FrameBasedBool AttackWhenRush

    AttackWhenSliding

    Allow character attack when sliding

    Declaration
    public readonly FrameBasedBool AttackWhenSliding

    AttackWhenSquatting

    Allow character attack when squatting

    Declaration
    public readonly FrameBasedBool AttackWhenSquatting

    AttackWhenWalking

    Allow character attack when walking

    Declaration
    public readonly FrameBasedBool AttackWhenWalking

    CancelAttackOnJump

    When character jumps, unfinished attack will be cancel

    Declaration
    public readonly FrameBasedBool CancelAttackOnJump

    DefaultSpeedRateOnAttack

    Moving speed will be mutiply be this rate when character is attacking (0 means 0%, 1000 means 100%)

    Declaration
    public readonly FrameBasedInt DefaultSpeedRateOnAttack

    HoldAttackPunishFrame

    If hold attack button to perform multiple attacks, the cooldown will be add this frames longer

    Declaration
    public readonly FrameBasedInt HoldAttackPunishFrame

    RunningSpeedRateOnAttack

    Moving speed will be mutiply be this rate when character is attacking while running (0 means 0%, 1000 means 100%)

    Declaration
    public readonly FrameBasedInt RunningSpeedRateOnAttack

    TargetCharacter

    Character hosting this attackness

    Declaration
    public readonly Character TargetCharacter

    WalkingSpeedRateOnAttack

    Moving speed will be mutiply be this rate when character is attacking while walking (0 means 0%, 1000 means 100%)

    Declaration
    public readonly FrameBasedInt WalkingSpeedRateOnAttack

    Properties

    AimingDirection

    Which direction does the character attacks

    Declaration
    public Direction8 AimingDirection { get; set; }

    AttackChargeStartFrame

    The start frame of the last attack charging

    Declaration
    public int? AttackChargeStartFrame { get; }

    AttackCooldown

    How many frames should be wait from the prev attack end to the next attack start

    Declaration
    public int AttackCooldown { get; set; }

    AttackDuration

    How many frames should be the current attack last

    Declaration
    public int AttackDuration { get; set; }

    AttackStartFacingRight

    True if character facing right when the current attack start

    Declaration
    public bool AttackStartFacingRight { get; set; }

    AttackStyleIndex

    Attack style index of the current attack, indicate what kind of rendering style should be apply to the current attack

    Declaration
    public int AttackStyleIndex { get; set; }

    HoldingAttack

    True if the character is holding attack button

    Declaration
    public bool HoldingAttack { get; }

    IsAttackIgnored

    True if the character is not allow to attack at the current frame

    Declaration
    public bool IsAttackIgnored { get; }

    IsAttacking

    True if the character is attacking at the current frame

    Declaration
    public bool IsAttacking { get; }

    IsChargingAttack

    True if the character is charging attack at the current frame

    Declaration
    public bool IsChargingAttack { get; set; }

    LastAttackCharged

    True if the last performed attack is charged

    Declaration
    public bool LastAttackCharged { get; }

    LastAttackFrame

    The start frame of the last attack

    Declaration
    public int LastAttackFrame { get; }

    LockFacingOnAttack

    True if the character can not change it's facing direction when attacking

    Declaration
    public bool LockFacingOnAttack { get; set; }

    MinimalChargeAttackDuration

    Charge attack longer than this frame should be count as attack charged

    Declaration
    public int MinimalChargeAttackDuration { get; set; }

    RepeatAttackWhenHolding

    True if the character can hold attack button to keep attacking multiple times

    Declaration
    public bool RepeatAttackWhenHolding { get; set; }

    Methods

    Attack(bool, bool)

    Perform an attack

    Declaration
    public virtual bool Attack(bool facingRight, bool charged = false)
    Parameters
    Type Name Description
    bool facingRight

    True if the attack is performed when character facing right

    bool charged

    True if the attack is charged

    CancelAttack()

    Cancel current performing attack

    Declaration
    public void CancelAttack()

    CancelIgnoreAttack()

    Allowing attack which ignored by IgnoreAttack function

    Declaration
    public void CancelIgnoreAttack()

    IgnoreAimingDirection(Direction8, int)

    Do not allow aiming at given direction for specified frames

    Declaration
    public void IgnoreAimingDirection(Direction8 dir, int duration = 1)

    IgnoreAttack(int)

    Do not allow attack for specified frames

    Declaration
    public void IgnoreAttack(int duration = 1)

    IsAimingDirectionIgnored(Direction8)

    True if the given aiming direction is currently ignored

    Declaration
    public bool IsAimingDirectionIgnored(Direction8 dir)

    OnActivated()

    Callback for character entity get activated

    Declaration
    public virtual void OnActivated()

    PhysicsUpdate_Attack()

    Callback for update the attackness

    Declaration
    public virtual void PhysicsUpdate_Attack()
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