AngeliA
Search Results for

    Show / Hide Table of Contents

    Interface IActionTarget

    Interface that makes the entity react with player action. When player goes nearby, they can press action button to invoke the logic from this entity

    Properties

    AllowInvokeOnSquat

    True if this entity can be highlight when player is squatting

    Declaration
    bool AllowInvokeOnSquat { get; }

    AllowInvokeOnStand

    True if this entity can be highlight when player is standing

    Declaration
    bool AllowInvokeOnStand { get; }

    InvokeOnTouch

    True if this entity will be invoke when player comes nearby without pressing the action button

    Declaration
    bool InvokeOnTouch { get; }

    IsHighlighted

    True if this entity is currently highlighting

    Declaration
    bool IsHighlighted { get; }

    LockInput

    True if this entity lock player's input when highlighting

    Declaration
    bool LockInput { get; }

    Methods

    AllowInvoke()

    True if the entity can be invoke at current frame

    Declaration
    bool AllowInvoke()

    DrawActionTarget(IActionTarget, AngeSprite, IRect, float, float, bool, bool)

    Draw the artwork sprite for given action target entity

    Declaration
    public static void DrawActionTarget(IActionTarget target, AngeSprite sprite, IRect rect, float pivotX = 0.5, float pivotY = 0, bool blinkHorizontal = true, bool blinkVertical = true)
    Parameters
    Type Name Description
    IActionTarget target

    The action target entity

    IRect rect

    Rect position in global space

    float pivotX

    Pivot X for the artwork sprite

    float pivotY

    Pivot Y for the artwork sprite

    bool blinkHorizontal

    True if the entity blink with nearby entities together horizontaly

    bool blinkVertical

    True if the entity blink with nearby entities together Verticaly

    Invoke()

    Invoke the logic provided by this entity.

    Declaration
    bool Invoke()
    Returns
    Type Description
    bool

    True if the logic performs successfuly

    MakeCellAsActionTarget(IActionTarget, Cell, float, float, bool, bool)

    Make the rendering cell blink like an action target entity

    Declaration
    public static void MakeCellAsActionTarget(IActionTarget target, Cell cell, float pivotX = 0.5, float pivotY = 0, bool blinkHorizontal = true, bool blinkVertical = true)
    Parameters
    Type Name Description
    IActionTarget target

    The entity

    Cell cell

    The rendering cell

    float pivotX

    Pivot X for the artwork sprite

    float pivotY

    Pivot Y for the artwork sprite

    bool blinkHorizontal

    True if the entity blink with nearby entities together horizontaly

    bool blinkVertical

    True if the entity blink with nearby entities together Verticaly

    Back to top ๐Ÿ„๐Ÿฆโ€โฌ›๐Ÿงฆ๐Ÿˆ๐ŸŽƒ๐Ÿ’“๐ŸŒนโ˜•๐Ÿดโ€โ˜ ๏ธ๐Ÿค