All plyGame characters must have the Actor component. It contains the definitions and general info on the character. More...
Inherits MonoBehaviour, and plyGame.IPersistable.
Public Member Functions | |
void | Save (string key) |
void | Load (string key) |
void | DeleteSaveData (string key) |
void | DisablePersistence () |
virtual Skill | LearnSkill (UniqueID skillId, bool suppressLog) |
Add Skill to list of known Skills. Return reference to the new Skill object. Returns null on error. More... | |
virtual Skill | LearnSkill (Skill skill, bool suppressLog) |
Add Skill to list of known Skills. Return reference to the new Skill object, Returns null on error. More... | |
virtual void | UnlearnSkill (UniqueID skillId) |
Remove a skill from the list of skills the actor knows. Will silently fail if error. More... | |
virtual void | UnlearnSkill (Skill skill) |
Remove a skill from the list of skills the actor knows. Will silently fail if error. More... | |
virtual bool | KnowSkill (UniqueID skillId) |
Return True if Skill is in list of known skills. More... | |
virtual bool | KnowSkill (Skill skill) |
Return True if Skill is in list of known skills. More... | |
virtual Skill | GetKnownSkill (UniqueID skillId) |
Return the known skill else null if not known. More... | |
virtual Skill | GetKnownSkill (Skill skill) |
Return the known skill else null if not known. More... | |
virtual bool | QueueSkillForExecution (Skill skill, bool autoLearn) |
Queue Skill to be used as soon as possible. Return false if the Skill is not known. Could still fail to execute the skill if the Actor unlearn it before it is executed. More... | |
virtual bool | QueueSkillForExecution (UniqueID skillId, bool autoLearn) |
Queue Skill to be used as soon as possible. Return false if the Skill is not known. Could still fail to execute the skill if the Actor unlearn it before it is executed. More... | |
virtual void | QueueSkillForExecution (Skill skill) |
Queue Skill to be used as soon as possible. Does not check if the Actor knows the skill so be sure to check before you queue it. Could still fail to execute the skill if it the Actor unlearn it before it is executed. More... | |
void | ClearQueuedSkill () |
Clear queued skill More... | |
void | JoinFaction (UniqueID factionId, bool suppressLog) |
Let Actor Join faction More... | |
void | LeaveFaction (UniqueID factionId, bool suppressLog) |
Let Actor Leave faction More... | |
ActorFaction | GetActorFaction (UniqueID factionId) |
return reference to faction if actor in it, else null More... | |
StatusTowardsOther | HighestStatusToTarget (Actor target) |
Returns the "highest" status of this Actor towards the target via the Factions that both belongs to. Status goes up from Friendly at lowest level, then Neutral, and then Hostile being highest. The check is not two-way, meaning the status of the target Actor's Factions are not test against the Factions of this Actor. This Actor's Faction statuses is only checked against the Factions of the target Actor. So a Faction can be friendly towards another while the other Faction might be Hostile to it. Return Friendly if this Actor or Target is in no Factions. Will also check statusTowardsPlayer if target is player More... | |
void | Kill () |
Call this to kill the Actor. Its HP attribute (if used) will be forced to 0 and it will be set in death state More... | |
void | ReceivedMoveCommand () |
Called by the player controller to inform the Actor that the player pressed some keys used to move the character. This is so the Actor can check whether a queued skill, waiting to execute, might need to be canceled. More... | |
string | ObjectPrettyName () |
bool | IsDead () |
Return true if the actor is dead. Will only function properly if the Health attribute is configured and the Actor Class has the same attribute in its list of attributes. If Health is not configured then this will always return false. More... | |
Public Attributes | |
bool | persistenceOn = true |
bool | persistActorData = true |
bool | persistClass = false |
bool | persistKnowSkills = false |
bool | persistFactions = false |
UniqueID | id = new UniqueID() |
Unique Id of the Actor. Same for all instances of same Actor/ Character prefab. | |
CommonDefinitionData | def = new CommonDefinitionData() |
common data | |
UniqueID | classId = new UniqueID() |
Id of the actor class this Actor uses. | |
int | startLevel = 1 |
Level to initialize this Actor to. | |
bool | overwriteStatus = false |
uses statusTowardsPlayer if true | |
StatusTowardsOther | statusTowardsPlayer = StatusTowardsOther.Friendly |
Status of the Actor (normally NPC) towards the player. | |
bool | essential = false |
set to true to hint that this actor should not be killed | |
List< UniqueID > | startFactions = new List<UniqueID>(0) |
Ids of the faction this Actor is associated with at start. | |
List< UniqueID > | startSkills = new List<UniqueID>(0) |
Ids of the Skills this Actor starts with. | |
bool | autoDetectDeath = true |
Should Actor auto handle HP reaching 0? | |
ObjectDestroyerHandler | objectDestroyer = new ObjectDestroyerHandler() |
Used to perform object destroy when Kill() is called. | |
List< Component > | disableOnDeath = new List<Component>(0) |
What additional components should be disabled? Actor already disable various components related to characters by default. | |
Protected Member Functions | |
void | Reset () |
void | Awake () |
IEnumerator | Start () |
void | Update () |
void | LateUpdate () |
Properties | |
ActorClass | actorClass [get, set] |
Instance of the actor class used by this Actor More... | |
ItemBag | bag [get, set] |
Cached reference to Bag so it is quicker to get to without having to lookup the Bag component teach time. Note, can be null. More... | |
CharacterControllerBase | character [get] |
Reference to the plyGame character controller of this actor/ character More... | |
List< Skill > | knownSkills [get, set] |
List of skills (instantiated) this Actor knows. More... | |
List< ActorFaction > | factions [get, set] |
The Factions that this Actor is associated with. More... | |
Skill | executingSkill [get, set] |
Skill | queuedSkill [get, set] |
All plyGame characters must have the Actor component. It contains the definitions and general info on the character.
void plyGame.Actor.ClearQueuedSkill | ( | ) |
Clear queued skill
ActorFaction plyGame.Actor.GetActorFaction | ( | UniqueID | factionId | ) |
return reference to faction if actor in it, else null
Return the known skill else null if not known.
Return the known skill else null if not known.
StatusTowardsOther plyGame.Actor.HighestStatusToTarget | ( | Actor | target | ) |
Returns the "highest" status of this Actor towards the target via the Factions that both belongs to. Status goes up from Friendly at lowest level, then Neutral, and then Hostile being highest. The check is not two-way, meaning the status of the target Actor's Factions are not test against the Factions of this Actor. This Actor's Faction statuses is only checked against the Factions of the target Actor. So a Faction can be friendly towards another while the other Faction might be Hostile to it. Return Friendly if this Actor or Target is in no Factions. Will also check statusTowardsPlayer if target is player
bool plyGame.Actor.IsDead | ( | ) |
Return true if the actor is dead. Will only function properly if the Health attribute is configured and the Actor Class has the same attribute in its list of attributes. If Health is not configured then this will always return false.
void plyGame.Actor.JoinFaction | ( | UniqueID | factionId, |
bool | suppressLog | ||
) |
Let Actor Join faction
factionId | Id of the faction. |
suppressLog | Set true if no error messages should be printed. |
void plyGame.Actor.Kill | ( | ) |
Call this to kill the Actor. Its HP attribute (if used) will be forced to 0 and it will be set in death state
|
virtual |
Return True if Skill is in list of known skills.
|
virtual |
Return True if Skill is in list of known skills.
void plyGame.Actor.LeaveFaction | ( | UniqueID | factionId, |
bool | suppressLog | ||
) |
Let Actor Leave faction
factionId | Id of the faction. |
suppressLog | Set true if no error messages should be printed. |
|
virtual |
|
virtual |
|
virtual |
void plyGame.Actor.ReceivedMoveCommand | ( | ) |
|
virtual |
Remove a skill from the list of skills the actor knows. Will silently fail if error.
|
virtual |
Remove a skill from the list of skills the actor knows. Will silently fail if error.
|
getset |
Instance of the actor class used by this Actor
|
getset |
Cached reference to Bag so it is quicker to get to without having to lookup the Bag component teach time. Note, can be null.
|
get |
Reference to the plyGame character controller of this actor/ character
|
getset |
The Factions that this Actor is associated with.