Table of Contents

Class CharacterBehaviour

Namespace
GrindFest
Assembly
GrindFest.dll
[DisallowMultipleComponent]
public class CharacterBehaviour : MonoBehaviour
Inheritance
object
CharacterBehaviour

Fields

Agent
Animancer
AnimatingState
AnimationSetOverride
BaseResistances
CanSwim
CharacterCollider
CharacterRigidbody
CharacterTriggerProxy
Combat
Controller
DeathState
Equipment
FactionMember
GetHitState
GoldFind
Health
Hero
IdleSound
IdleState
InputBuffer
Interactive
Inventory
IsInWater
ItemDexterityBonus
ItemIntelligenceBonus
ItemResistances
ItemStrengthBonus
LastUsedItem
Level
MagicFind
Mana
MonsterFind
MovementSpeed
MovementState
Obstacle
PrimaryElement
Race
RequiresSpellBookAndMana
SkillUser
Speech
StateMachine
UnarmedAnimationSet
UpperBodyMask
_baseDexterity
_baseIntelligence
_baseStrength
_path

Properties

AnimationSet
BaseDexterity

Reactive view of _baseDexterity; raises OnBaseDexterityChanged when the value actually changes.

BaseIntelligence

Reactive view of _baseIntelligence; raises OnBaseIntelligenceChanged when the value actually changes.

BaseStrength

Reactive view of _baseStrength; raises OnBaseStrengthChanged when the value actually changes.

CarryingCapacity
Dexterity
Intelligence
Strength

Methods

CanNavigateTo(Vector3, float)
FindItem(Predicate<ItemBehaviour>, bool, bool)
FindItemCount(Predicate<ItemBehaviour>)
FindNearGameObjectByName(string)
GetResistance(Element)
GetResource(ResourceType)
GetStat(Stat)
LateUpdate()
MoveDirection(Vector3)
MoveTo(Vector3, bool)

Move to a target position, for larger distances use MoveToSafe

MoveToSafe(Vector3, float, bool)

Move to a target position safely by validating NavMesh reachability. Can be polled every frame — returns Reached, Moving, or Unreachable.

OnAnimatorMove()
OnCollisionEnter(Collision)
OnFootContact(bool)
PlayAnimation(ClipTransition)
SetStat(Stat, int)
StopMoving()
UseItem(UsableItemBehaviour)
UseSkill(Skill, bool)

Converted (plain C#) skill entry point — same shape as the MonoBehaviour ones below, minus the prefab instance: the skill object is added to the SkillUser and its coroutine is hosted there.

UseSkill(Skill, GameObject, Vector3, bool)
UseSkill(Type, GameObject, Vector3, bool)

Uses a skill named by type, creating the character's own instance first when it does not have it yet. This is the prefab-free replacement for passing a skill component around.

Warp(Vector3)

Events

OnBaseDexterityChanged
OnBaseIntelligenceChanged
OnBaseStrengthChanged

Operators

implicit operator CharacterBehaviour(CharacterBehaviour)
implicit operator CharacterBehaviour(CharacterBehaviour)