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 |