ORK Framework  3.17.1
API Documentation
GamingIsLove.ORKFramework.Combatants.CombatantObject Class Reference
Inheritance diagram for GamingIsLove.ORKFramework.Combatants.CombatantObject:
GamingIsLove.ORKFramework.IStatusChanged GamingIsLove.ORKFramework.Combatants.CombatantBodyPartObject

Public Member Functions

 CombatantObject (Combatant owner)
 
virtual void GetAnimations (ref List< AnimationSetting > list)
 
virtual void SetBattleSpotPosition (Vector3 position)
 
virtual void SetBattleSpotRotation (Vector3 position)
 
virtual void UpdateFormationBattleSpot ()
 
virtual void SetGameObjectSimple (GameObject gameObject)
 
virtual void UpdateGameObjectName ()
 
virtual void SetToFactionLayer ()
 
virtual bool IsUseInputIDControls ()
 
virtual void AddInputIDControls ()
 
virtual void RemoveInputIDControls ()
 
virtual void CheckSpawnedPrefab ()
 
virtual GameObject GetRealRootObject ()
 
virtual void DestroyPrefabAccess ()
 Destroys the combatant's prefab via the access handler. More...
 
virtual void DestroyPrefab ()
 Destroys the combatant's prefab. More...
 
virtual GameObject GetHighlightInstance (BaseCombatantHighlightType highlight)
 
virtual void SetHighlightInstance (BaseCombatantHighlightType highlight, GameObject instance)
 
virtual void SpawnBodyPart ()
 Only used if the combatant is a body parts. More...
 
virtual void SpawnAccess (SpawnPoint spawnPoint, Vector3 offset)
 Spawns the combatant's prefab at a spawn point via the access handler. More...
 
virtual void Spawn (SpawnPoint spawnPoint, Vector3 offset)
 Spawns the combatant's prefab at a spawn point. More...
 
virtual void SpawnAccess (Vector3 position, bool setRotation, Vector3 rotation, bool setScale, Vector3 scale)
 Spawns the combatant's prefab via the access handler. More...
 
virtual void Spawn (Vector3 position, bool setRotation, Vector3 rotation, bool setScale, Vector3 scale)
 Spawns the combatant's prefab. More...
 
virtual void SpawnAtLastPositionAccess ()
 Spawns the combatant's prefab at the last known position via the access handler. More...
 
virtual void SpawnAtLastPosition ()
 Spawns a combatant's prefab at the last known position. More...
 
virtual void PlaceAtAccess (Vector3 position, bool setRotation, Vector3 rotation, bool setScale, Vector3 scale)
 Places the combatant's game object via the access handler. More...
 
virtual void PlaceAt (Vector3 position, bool setRotation, Vector3 rotation, bool setScale, Vector3 scale)
 Places the combatant's game object. More...
 
virtual float DistanceTo (Combatant combatant, bool ignoreHeightDistance, bool ignoreRadius, HorizontalPlaneType horizontalPlane)
 
virtual float DistanceTo (GameObject gameObject, bool ignoreHeightDistance, bool ignoreRadius, HorizontalPlaneType horizontalPlane)
 
virtual void LookAt (Combatant combatant)
 
virtual void LookAt (Vector3 target)
 
virtual void SearchCombatantTriggers ()
 
virtual AudioSource GetAudioSource ()
 
virtual float GetMoveSpeed (MoveSpeedType moveType)
 
virtual void UpdateMoveSpeed ()
 
virtual void NotifyStatusChanged ()
 Warning: for status effects needs to manually register to auto effect checks of a combatant More...
 
virtual void NotifyStatusChanged (Combatant combatant, int id, int id2, float change)
 
virtual void NotifyStatusChanged (Combatant combatant, int id, int id2)
 
virtual void NotifyStatusChanged (Combatant combatant)
 
virtual void NotifyStatusChanged (Combatant combatant, StatusValue statusValue, int change)
 
virtual void NotifyStatusChanged (Combatant combatant, StatusEffect effect)
 
virtual void NotifyStatusChanged (Combatant combatant, ClassShortcut instance)
 
virtual void StorePosition ()
 
virtual void StoreComponentData ()
 
virtual void LoadComponentData ()
 
virtual void StoreData (DataObject data)
 
virtual void LoadData (DataObject data)
 
virtual void LoadPosition (DataObject data)
 

Protected Attributes

Combatant owner
 
BattleSpotSettings customBattleSpot
 
bool blockConditionalPrefabs = false
 
int prefabIndex = -1
 
GameObject prefabInstance
 
Dictionary< BaseCombatantHighlightType, GameObject > highlightInstance
 
GameObject battleSpot
 
bool ownPositionSpot = false
 
bool isInputIDPlayerControls = false
 
CombatantComponent combatantComponent
 
RadiusComponent radiusComponent
 
IMovementComponent movementComponent
 
MoveAIComponent moveAIComponent
 
Renderer renderer
 
List< CombatantTriggerComponentcombatantTriggers
 
bool respawnFlag = false
 
float [] moveSpeed = new float[3]
 
bool rememberPosition = false
 
bool positionStored = false
 
Vector3 storedPosition = Vector3.zero
 
Vector3 storedRotation = Vector3.zero
 
Vector3 storedScale = Vector3.zero
 
DataObject componentData
 

Properties

virtual GameObject GameObject [get, set]
 
virtual Vector3 SpawnOffset [get]
 
virtual ObjectChanges.Settings ChangesSettings [get]
 
virtual CombatantAnimationSystem AnimationSystem [get]
 
virtual float? Radius [get]
 
virtual float FallbackRadius [get]
 
virtual CombatantComponent Component [get]
 
virtual IMovementComponent MovementComponent [get]
 
virtual MoveAIComponent MoveAI [get]
 
virtual Renderer Renderer [get, set]
 
virtual bool IsVisible [get]
 
virtual GameObject BattleSpot [get, set]
 
virtual BattleSpotSettings CustomBattleSpot [get, set]
 
virtual bool OwnPositionSpot [get, set]
 
virtual bool RespawnFlag [get, set]
 
virtual bool BlockConditionalPrefabs [get, set]
 
virtual bool IsInputIDPlayerControls [get]
 
virtual List< CombatantTriggerComponentTriggers [get]
 
virtual Vector3 StoredPosition [get, set]
 
virtual Vector3 StoredRotation [get, set]
 
virtual Vector3 StoredScale [get, set]
 
virtual bool RememberPosition [get, set]
 

Member Function Documentation

◆ DestroyPrefab()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.DestroyPrefab ( )
virtual

Destroys the combatant's prefab.

Reimplemented in GamingIsLove.ORKFramework.Combatants.CombatantBodyPartObject.

◆ DestroyPrefabAccess()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.DestroyPrefabAccess ( )
virtual

Destroys the combatant's prefab via the access handler.

◆ NotifyStatusChanged()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.NotifyStatusChanged ( )
virtual

Warning: for status effects needs to manually register to auto effect checks of a combatant

Implements GamingIsLove.ORKFramework.IStatusChanged.

◆ PlaceAt()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.PlaceAt ( Vector3  position,
bool  setRotation,
Vector3  rotation,
bool  setScale,
Vector3  scale 
)
virtual

Places the combatant's game object.

Parameters
positionThe position the combatant is placed at.
setRotationtrue to set the rotation.
rotationThe rotation
setScaletrue to set the scale.
scaleThe scale that will be used.

Reimplemented in GamingIsLove.ORKFramework.Combatants.CombatantBodyPartObject.

◆ PlaceAtAccess()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.PlaceAtAccess ( Vector3  position,
bool  setRotation,
Vector3  rotation,
bool  setScale,
Vector3  scale 
)
virtual

Places the combatant's game object via the access handler.

Parameters
positionThe position the combatant is placed at.
setRotationtrue to set the rotation.
rotationThe rotation
setScaletrue to set the scale.
scaleThe scale that will be used.

◆ Spawn() [1/2]

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.Spawn ( SpawnPoint  spawnPoint,
Vector3  offset 
)
virtual

Spawns the combatant's prefab at a spawn point.

Parameters
spawnPointThe spawn point that will be used.
offsetThe offset added to the spawn position.

Reimplemented in GamingIsLove.ORKFramework.Combatants.CombatantBodyPartObject.

◆ Spawn() [2/2]

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.Spawn ( Vector3  position,
bool  setRotation,
Vector3  rotation,
bool  setScale,
Vector3  scale 
)
virtual

Spawns the combatant's prefab.

Parameters
positionThe position the combatant is spawned at.
setRotationtrue to set the rotation.
rotationThe rotation
setScaletrue to set the scale.
scaleThe scale that will be used.

Reimplemented in GamingIsLove.ORKFramework.Combatants.CombatantBodyPartObject.

◆ SpawnAccess() [1/2]

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.SpawnAccess ( SpawnPoint  spawnPoint,
Vector3  offset 
)
virtual

Spawns the combatant's prefab at a spawn point via the access handler.

Parameters
spawnPointThe spawn point that will be used.
offsetThe offset added to the spawn position.

◆ SpawnAccess() [2/2]

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.SpawnAccess ( Vector3  position,
bool  setRotation,
Vector3  rotation,
bool  setScale,
Vector3  scale 
)
virtual

Spawns the combatant's prefab via the access handler.

Parameters
positionThe position the combatant is spawned at.
setRotationtrue to set the rotation.
rotationThe rotation
setScaletrue to set the scale.
scaleThe scale that will be used.

◆ SpawnAtLastPosition()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.SpawnAtLastPosition ( )
virtual

Spawns a combatant's prefab at the last known position.

Reimplemented in GamingIsLove.ORKFramework.Combatants.CombatantBodyPartObject.

◆ SpawnAtLastPositionAccess()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.SpawnAtLastPositionAccess ( )
virtual

Spawns the combatant's prefab at the last known position via the access handler.

◆ SpawnBodyPart()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantObject.SpawnBodyPart ( )
virtual

Only used if the combatant is a body parts.

Reimplemented in GamingIsLove.ORKFramework.Combatants.CombatantBodyPartObject.