Class CharacterBehaviour
- Namespace
- GrindFest
- Assembly
- GrindFest.dll
[DisallowMultipleComponent]
public class CharacterBehaviour : MonoBehaviour
- Inheritance
-
objectCharacterBehaviour
Fields
Properties
- BaseDexterity
Reactive view of
_baseDexterity; raisesOnBaseDexterityChangedwhen the value actually changes.
- BaseIntelligence
Reactive view of
_baseIntelligence; raisesOnBaseIntelligenceChangedwhen the value actually changes.
- BaseStrength
Reactive view of
_baseStrength; raisesOnBaseStrengthChangedwhen the value actually changes.
Methods
- 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.
- 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(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.