ORK Framework  3.17.1
API Documentation
GamingIsLove.ORKFramework.BaseAction Class Referenceabstract
Inheritance diagram for GamingIsLove.ORKFramework.BaseAction:
GamingIsLove.ORKFramework.ChangeMemberAction GamingIsLove.ORKFramework.DamageDealerAction GamingIsLove.ORKFramework.DeathAction GamingIsLove.ORKFramework.DefendAction GamingIsLove.ORKFramework.EscapeAction GamingIsLove.ORKFramework.GridMoveAction GamingIsLove.ORKFramework.JoinBattleAction GamingIsLove.ORKFramework.NoneAction GamingIsLove.ORKFramework.TargetRangeAction

Public Member Functions

virtual void FireTargetsChanged ()
 
abstract bool IsType (ActionType t)
 
virtual string GetName ()
 
virtual IContent GetContent ()
 
virtual void ConsumeActionCostPart (float cost)
 
virtual void InitGridPath (List< GridPath.PathCell > path, float moveCost, float actionCost, int statusValueCost)
 
virtual void CheckActionAffiliation ()
 
virtual void PredetermineResults (bool useOnce, List< Combatant > usedTargets)
 
virtual void SetTarget (Combatant t)
 
virtual void SetTargets (List< Combatant > t)
 
virtual bool AutoTarget (List< Combatant > preferredTargets, List< Combatant > allies, List< Combatant > enemies)
 
virtual bool ForceFoundTargets (List< Combatant > preferredTargets, List< Combatant > allies, List< Combatant > enemies)
 
virtual bool SetGroupTarget ()
 
virtual bool SetIndividualTarget ()
 
virtual void ConsumeCosts ()
 
virtual bool CanTarget (Combatant combatant)
 
virtual bool CanCancelAction ()
 
virtual bool ContainsTarget (Combatant combatant)
 
virtual bool ContainsAnyTarget (List< Combatant > list)
 
virtual bool IsCasting ()
 
virtual void FinishedCasting ()
 
virtual bool CanCancelCasting ()
 
virtual bool CancelCasting ()
 
virtual void SetRandomTarget ()
 
virtual void UpdateTargets ()
 
virtual void PerformCheckTargets ()
 
virtual bool TargetNone ()
 
virtual bool HasTargets ()
 
virtual bool HasTargets (List< Combatant > list)
 
virtual bool HasOutOfRangeTargets ()
 
virtual Combatant GetNearestTarget ()
 
virtual void CheckTargetAggressive ()
 
virtual void CheckBestiary (List< Combatant > list)
 
virtual List< CombatantGetTargetsWithAffectRange (AffectRangeType type, TargetSelectionSettings targetSettings, List< Combatant > targets)
 
virtual void CheckCanTarget ()
 
virtual bool InRange ()
 
virtual bool InRange (Combatant t)
 
virtual bool InRange (Vector3 position)
 
virtual void ClampToRange (ref Vector3 position)
 
virtual bool InBattleRange ()
 
virtual void MoveAITick ()
 
virtual void PlaySystemActionSchematic (MakinomSchematicAsset schematicAsset)
 
virtual void PlayActionAddedSchematic ()
 
virtual void PlayActionRemovedSchematic ()
 
virtual void PlayStartCastingSchematic ()
 
virtual void PlayCancelCastingSchematic ()
 
virtual void PlayFinishCastingSchematic ()
 
virtual void PlayStartPerformingSchematic ()
 
virtual void PlayStopPerformingSchematic ()
 
virtual void PlayFinishPerformingSchematic ()
 
virtual bool CanUse ()
 
virtual void ActionAdded ()
 
virtual void PerformAction ()
 
virtual void CalculateSimple (float damageFactor)
 
abstract void Calculate (List< Combatant > ts, float damageFactor, ActionCalculationOptions calculationOptions, GameObject flyingTextTargetObject, ActionCalculationFinished notify)
 
virtual void SchematicFinished (Schematic schematic)
 
virtual void SetActionFinished ()
 
virtual void StopAction ()
 
virtual void ClearSchematics ()
 
virtual void AutoActivateUserDamageDealers (bool activate)
 
virtual void ActivateUserDamageDealers (bool activate)
 
virtual bool CheckDamageDealer (DamageDealer dealer, bool useTags)
 
virtual string [] GetActivationTags ()
 
virtual DamageDealerActivation GetDamageDealerActivation ()
 
virtual void AddSubAction (BaseAction action, bool shareVariables, bool shareSelectedData)
 
virtual void SubActionFinished (BaseAction action)
 
virtual void ShowTooltip ()
 
virtual void RemoveTooltip ()
 

Static Public Member Functions

static AbilityAction CreateAbility (Combatant user, AbilityShortcut ability, int lvl, bool checkTime, bool checkUseCosts)
 

Public Attributes

bool forceFoundTargets = false
 
bool moveToTarget = false
 
bool blockBattleCamera = false
 
bool outsideBattleOrder = false
 
List< Combatanttarget
 
List< CombatantoutOfRange
 
List< Combatantcounter = new List<Combatant>()
 
ActionFinished finishedCallback
 
ActionFinished subActionFinishedCallback
 
bool isSubAction = false
 
bool autoAttackFlag = false
 
bool isPerforming = false
 
bool notifiedFinished = false
 
bool endTurnFlag = false
 
bool endPhaseFlag = false
 
TargetRaycast targetRaycast
 
bool rayTargetSet = false
 
Vector3 rayPoint = Vector3.zero
 
bool rayObjectCreated = false
 
GameObject rayObject = null
 
float damageMultiplier = 1
 

Protected Member Functions

virtual void CreateStatusChangeInfos ()
 
virtual bool CheckNoneTarget (Combatant target, TargetSelectionSettings targetSettings)
 
virtual void PlayNextSchematic ()
 
abstract void ActionStartSetup ()
 
abstract void ActionEndSetup ()
 
virtual void TurnEndCallback ()
 

Protected Attributes

CombatantAffiliationType actionAffiliation = CombatantAffiliationType.Player
 
Combatant user
 
GridPath gridPath
 
Dictionary< Combatant, StatusChangeInformationstatusChangesTarget
 
ActionResultsPredetermined predeterminedResults
 
CastTime castTimeSetting
 
float castTime = -2
 
float castTimeMax = -1
 
bool isCasted = false
 
List< KeyValuePair< BattleAnimation, Schematic > > schematics
 
BattleAnimation activeAnimation
 
Schematic activeSchematic
 
VariableHandler variableHandler
 
SelectedDataHandler selectedData
 
bool isStopped = false
 
List< BaseActionsubAction
 
bool userConsumeDone = false
 
bool ignoreCanUse = false
 
Consider targetDead = Consider.No
 
bool consumeTime = true
 
float actionCost = 0
 
float originalActionCost = 0
 
bool tooltipDisplayed = false
 
bool isActionFinished = false
 
Notify targetsChangedHandler
 

Properties

virtual Notify TargetsChanged
 
virtual Combatant User [get]
 
virtual bool IsPriorityAction [get]
 
virtual int PriorityActionValue [get]
 
virtual IShortcut Shortcut [get]
 
virtual float ActionCost [get, set]
 
virtual float OriginalActionCost [get, set]
 
virtual bool ConsumeTime [get, set]
 
virtual GridPath GridPath [get, set]
 
virtual CombatantAffiliationType ActionAffiliation [get]
 
virtual ActionResultsPredetermined PredeterminedResults [get, set]
 
virtual bool ConsumeDone [get, set]
 
virtual VariableHandler Variables [get, set]
 
virtual SelectedDataHandler SelectedData [get, set]
 
virtual Consider TargetDead [get]
 
virtual float CastTime [get, set]
 
virtual float CastTimeMax [get]
 
virtual bool? CastMove [get]
 
virtual bool IsCasted [get]
 
virtual bool IgnoreCanUse [get, set]
 
virtual bool IsActionFinished [get]