Свойство | Тип | Описание | |
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alignment | Alignment | ||
onDamage | System.Action | ||
onDeath | System.Action | ||
onGameOver | System.Action | ||
onHeal | System.Action | ||
onHurt | HurtCallback | ||
onImmunity | System.Action | ||
onInjured | HurtCallback | ||
onInvulnerabilityEnd | System.Action | ||
onInvulnerabilityStart | System.Action | ||
onMaxHealth | System.Action | ||
onRespawn | System.Action |
Метод | Описание | |
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Damage ( int amount = 1, |
Try to Damage the Character triggers onDamage triggers onDeath NOTE this won't trigger onHurtCharacter
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Damage ( int amount, DamageType dt, |
Try to Damage the Character
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Damage ( |
Try to Damage the Character
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Die ( ) : void |
Disable HitBox(es) and DamageType(s) Trigger onDeath
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Heal ( int amount = 1 ) : void |
increse health character if possible maxHealth not reached. Trigger onMaxHealth
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IsInvulnerable ( ) : bool |
Character is invulnerable?
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Kill ( ) : void |
Kill the character even if it's invulnerable
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SetInvulnerable ( float time ) : void |
Turns a character invulnerable, but still can be killed using Kill NOTE use float.MaxValue for unlimited time
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SetVulnerable ( ) : void |
disable invulnerability
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Start ( ) : void |
check missconfiguration and initialization
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isDead ( ) : bool |
No healt
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public Damage ( int amount = 1, |
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amount | int | |
causer | ||
Результат | bool |
public Damage ( int amount, DamageType dt, |
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amount | int | |
dt | DamageType | |
causer | ||
Результат | bool |
public SetInvulnerable ( float time ) : void | ||
time | float | |
Результат | void |
public Action,System onInvulnerabilityEnd | ||
Результат | System.Action |
public Action,System onInvulnerabilityStart | ||
Результат | System.Action |