• Api Documentation

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    • CreatorKitCode
      • BaseElementalEffect
      • CharacterData
      • Container
      • ElementalEffect
      • EquipmentItem
      • EquipmentItem.EquipmentSlot
      • EquipmentItem.EquippedEffect
      • EquipmentSystem
      • Helpers
      • HighlightableObject
      • InteractableObject
      • InventorySystem
      • InventorySystem.InventoryEntry
      • Item
      • Loot
      • LootSpawner
      • LootSpawner.LootEntry
      • LootSpawner.SpawnEvent
      • SFXManager
      • SFXManager.PlayData
      • SFXManager.Use
      • SpawnPoint
      • StatSystem
      • StatSystem.DamageType
      • StatSystem.StatModifier
      • StatSystem.StatModifier.Mode
      • StatSystem.Stats
      • StatSystem.TimedStatModifier
      • UsableItem
      • UsableItem.UsageEffect
      • VFXDatabase
      • VFXDatabase.VFXDBEntry
      • VFXManager
      • VFXManager.VFXInstance
      • Weapon
      • Weapon.AttackData
      • Weapon.Stat
      • Weapon.WeaponAttackEffect
    • CreatorKitCodeInternal
      • AmbiencePlayer
      • AnimationControllerDispatcher
      • AnimationControllerDispatcher.IAttackFrameReceiver
      • AnimationControllerDispatcher.IFootstepFrameReceiver
      • AttackState
      • BreakableObject
      • CameraController
      • CharacterAudio
      • CharacterControl
      • DamageUI
      • DamageUI.ActiveText
      • EffectIconUI
      • EquipmentUI
      • InventoryCharacterRender
      • InventoryUI
      • InventoryUI.DragData
      • ItemEntryUI
      • ItemTooltip
      • LootUI
      • RandomBGMPlayer
      • RandomLoopOffset
      • ResourceManager
      • SceneLinkedSMB<TMonoBehaviour>
      • SimpleEnemyController
      • SimpleEnemyController.State
      • TrainingDummy
      • UIAlphaRaycast
      • UISystem

    Class CharacterData

    This defines a character in the game. The name Character is used in a loose sense, it just means something that can be attacked and have some stats including health. It could also be an inanimate object like a breakable box.

    Inheritance
    System.Object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    HighlightableObject
    CharacterData
    Inherited Members
    HighlightableObject.m_Renderers
    HighlightableObject.Start()
    HighlightableObject.Highlight()
    HighlightableObject.Dehighlight()
    Namespace: CreatorKitCode
    Assembly: Assembly-CSharp.dll
    Syntax
    public class CharacterData : HighlightableObject

    Fields

    CharacterName

    Declaration
    public string CharacterName
    Field Value
    Type Description
    System.String

    Equipment

    Declaration
    public EquipmentSystem Equipment
    Field Value
    Type Description
    EquipmentSystem

    HitClip

    Declaration
    public AudioClip[] HitClip
    Field Value
    Type Description
    UnityEngine.AudioClip[]

    Inventory

    Declaration
    public InventorySystem Inventory
    Field Value
    Type Description
    InventorySystem

    StartingWeapon

    The starting weapon equipped when the Character is created. Set through the Unity Editor.

    Declaration
    public Weapon StartingWeapon
    Field Value
    Type Description
    Weapon

    Stats

    Declaration
    public StatSystem Stats
    Field Value
    Type Description
    StatSystem

    Properties

    CanAttack

    Will return true if the attack cooldown have reached 0. False otherwise.

    Declaration
    public bool CanAttack { get; }
    Property Value
    Type Description
    System.Boolean

    OnDamage

    Callback for when that CharacterData receive damage. E.g. used by the player character to trigger the right animation

    Declaration
    public Action OnDamage { get; set; }
    Property Value
    Type Description
    System.Action

    Methods

    Attack(CharacterData)

    Attack the given target. NOTE : this WON'T check if the target CAN be attacked, you should make sure before with the CanAttackTarget function.

    Declaration
    public void Attack(CharacterData target)
    Parameters
    Type Name Description
    CharacterData target

    The CharacterData you want to attack

    AttackTriggered()

    This need to be called as soon as an attack is triggered, it will start the cooldown. This is separate from the actual Attack function as AttackTriggered will be called at the beginning of the animation while the Attack function (doing the actual attack and damage) will be called by an animation event to match the animation

    Declaration
    public void AttackTriggered()

    CanAttackReach(CharacterData)

    Will check if that CharacterData can reach the given target with its currently equipped weapon. Will rarely be called, as the function CanAttackTarget will call this AND also check if the cooldown is finished.

    Declaration
    public bool CanAttackReach(CharacterData target)
    Parameters
    Type Name Description
    CharacterData target

    The CharacterData you want to reach

    Returns
    Type Description
    System.Boolean

    True if you can reach the target, False otherwise

    CanAttackTarget(CharacterData)

    Will check if the target is attackable. This in effect check :

    • If the target is in range of the weapon
    • If this character attack cooldown is finished
    • If the target isn't already dead
    Declaration
    public bool CanAttackTarget(CharacterData target)
    Parameters
    Type Name Description
    CharacterData target

    The CharacterData you want to reach

    Returns
    Type Description
    System.Boolean

    True if the target can be attacked, false if any of the condition isn't met

    Damage(Weapon.AttackData)

    Damage the Character by the AttackData given as parameter. See the documentation for that class for how to add damage to that attackData. (this will be done automatically by weapons, but you may need to fill it manually when writing special elemental effect)

    Declaration
    public void Damage(Weapon.AttackData attackData)
    Parameters
    Type Name Description
    Weapon.AttackData attackData

    Death()

    Call when the character die (health reach 0).

    Declaration
    public void Death()

    Init()

    Declaration
    public void Init()
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