Class HandTool
Tool equipment that can be equip in hand slot of a character
Implements
Constructors
HandTool()
Declaration
public HandTool()
HandTool(bool)
Declaration
public HandTool(bool loadArtwork)
Properties
AvailableInAir
True if character can use this tool when not touching ground
Declaration
public virtual bool AvailableInAir { get; }
AvailableInWater
True if character can use this tool when inside water
Declaration
public virtual bool AvailableInWater { get; }
AvailableWhenClimbing
True if character can use this tool when climbing
Declaration
public virtual bool AvailableWhenClimbing { get; }
AvailableWhenDashing
True if character can use this tool when dashing
Declaration
public virtual bool AvailableWhenDashing { get; }
AvailableWhenFlying
True if character can use this tool when flying
Declaration
public virtual bool AvailableWhenFlying { get; }
AvailableWhenGrabbing
True if character can use this tool when grabbing
Declaration
public virtual bool AvailableWhenGrabbing { get; }
AvailableWhenPounding
True if character can use this tool when ground pounding
Declaration
public virtual bool AvailableWhenPounding { get; }
AvailableWhenRolling
True if character can use this tool when rolling
Declaration
public virtual bool AvailableWhenRolling { get; }
AvailableWhenRunning
True if character can use this tool when running
Declaration
public virtual bool AvailableWhenRunning { get; }
AvailableWhenRushing
True if character can use this tool when rushing
Declaration
public virtual bool AvailableWhenRushing { get; }
AvailableWhenSliding
True if character can use this tool when sliding on wall
Declaration
public virtual bool AvailableWhenSliding { get; }
AvailableWhenSquatting
True if character can use this tool when squatting
Declaration
public virtual bool AvailableWhenSquatting { get; }
AvailableWhenWalking
True if character can use this tool when walking
Declaration
public virtual bool AvailableWhenWalking { get; }
CancelUseWhenRelease
True if usage of this tool should be stop when user relase the action button
Declaration
public virtual bool CancelUseWhenRelease { get; }
ChargeDuration
How many frames does it have to charge to perform the tool as charged. Set to int.MaxValue to disable charge feature.
Declaration
public virtual int ChargeDuration { get; }
Cooldown
How long have to wait to use again after the tool being used for once
Declaration
public virtual int Cooldown { get; }
DefaultMovementSpeedRateOnUse
How fast can the character move when using this tool. (0 means do not move. 1000 means move as normal speed. null means do not effect movement speed.)
Declaration
public virtual int? DefaultMovementSpeedRateOnUse { get; }
Duration
How long does the tool perform it's function for once
Declaration
public virtual int Duration { get; }
EquipmentType
Which type is this quipment
Declaration
public override sealed EquipmentType EquipmentType { get; }
Overrides
HoldPunish
How many extra frames have to wait if the user hold the action button to use the tool multiple time
Declaration
public virtual int HoldPunish { get; }
IgnoreGrabTwist
Do not read grab twist data from character when rendering this tool
Declaration
public virtual bool IgnoreGrabTwist { get; }
LockFacingOnUse
Do not change character facing when the tool is being use
Declaration
public virtual bool LockFacingOnUse { get; }
PerformDelayFrame
How many frame does the internal tool logic invoke after character start to use the tool
Declaration
public int PerformDelayFrame { get; }
PerformDelayRate
How many frame based on "duration" does the internal tool logic invoke after character start to use the tool. (0 means immediately invoke. 1000 means invoke after "duration" frames)
Declaration
public virtual int PerformDelayRate { get; }
RepeatWhenHolding
True if this tool can be use repeatedly when holding the action button
Declaration
public virtual bool RepeatWhenHolding { get; }
RunningMovementSpeedRateOnUse
How fast can the character move when using this tool when running. (0 means do not move. 1000 means move as normal speed. null means do not effect movement speed.)
Declaration
public virtual int? RunningMovementSpeedRateOnUse { get; }
SpriteID
Artwork sprite ID for render this tool
Declaration
public int SpriteID { get; protected set; }
TypeName
Name of the class type
Declaration
public string TypeName { get; init; }
UseStackAsUsage
True if this tool treat it's inventory stack count as durability bar
Declaration
public virtual bool UseStackAsUsage { get; }
WalkingMovementSpeedRateOnUse
How fast can the character move when using this tool when walking. (0 means do not move. 1000 means move as normal speed. null means do not effect movement speed.)
Declaration
public virtual int? WalkingMovementSpeedRateOnUse { get; }
Methods
AllowingUse(Character)
True if the tool can be use by the character
Declaration
public virtual bool AllowingUse(Character character)
GetHandheldPoseAnimationID(Character)
Get the ID of the pose animation for handheld
Declaration
public virtual int GetHandheldPoseAnimationID(Character character)
GetPerformPoseAnimationID(Character)
Get the ID of the pose animation for using the tool
Declaration
public virtual int GetPerformPoseAnimationID(Character character)
LoadFromSheet()
Load artwork sprite from current rendering sheet
Declaration
public void LoadFromSheet()
OnToolPerform(Character)
This function is called when this tool is used for once by the given character
Declaration
public virtual void OnToolPerform(Character user)
OnToolSpriteRendered(PoseCharacterRenderer, int, int, int, int, int, int, AngeSprite, int)
This function is called when the tool is rendering by pose-style character
Declaration
public virtual Cell OnToolSpriteRendered(PoseCharacterRenderer renderer, int x, int y, int width, int height, int grabRotation, int grabScale, AngeSprite sprite, int z)
Parameters
Type | Name | Description |
---|---|---|
PoseCharacterRenderer | renderer | Target character |
int | x | Position X of the sprite in global space |
int | y | Position Y of the sprite in global space |
int | width | Width of the sprite in global space |
int | height | Height of the sprite in global space |
int | grabRotation | Rotation of the sprite |
int | grabScale | Size scale of the sprite (0 means 0%, 1000 means 100%) |
AngeSprite | sprite | Artwork sprite |
int | z | Z value for sort rendering cells |