223 lines
9.0 KiB
C#
223 lines
9.0 KiB
C#
/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.Character.Abilities
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{
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using System;
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using UnityEngine;
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/// <summary>
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/// Attribute which specifies the default input name for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = true, Inherited = false)]
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public class DefaultInputName : Attribute
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{
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private string m_InputName;
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private int m_Index;
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public string InputName { get { return m_InputName; } }
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public int Index { get { return m_Index; } }
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public DefaultInputName(string inputName) { m_InputName = inputName; }
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public DefaultInputName(string inputName, int index) { m_InputName = inputName; m_Index = index; }
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}
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/// <summary>
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/// Attribute which specifies the default start type for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultStartType : Attribute
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{
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private Ability.AbilityStartType m_StartType;
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public Ability.AbilityStartType StartType { get { return m_StartType; } }
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public DefaultStartType(Ability.AbilityStartType startType) { m_StartType = startType; }
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}
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/// <summary>
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/// Attribute which specifies the default stop type for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultStopType : Attribute
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{
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private Ability.AbilityStopType m_StopType;
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public Ability.AbilityStopType StopType { get { return m_StopType; } }
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public DefaultStopType(Ability.AbilityStopType stopType) { m_StopType = stopType; }
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}
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/// <summary>
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/// Attribute which specifies the default Ability Index for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultAbilityIndex : Attribute
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{
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private int m_Value;
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public int Value { get { return m_Value; } }
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public DefaultAbilityIndex(int value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Ability Int Data for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultAbilityIntData : Attribute
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{
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private int m_Value;
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public int Value { get { return m_Value; } }
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public DefaultAbilityIntData(int value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default item state index for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultItemStateIndex : Attribute
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{
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private int m_Value;
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public int Value { get { return m_Value; } }
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public DefaultItemStateIndex(int value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default State value for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultState : Attribute
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{
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private string m_Value;
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public string Value { get { return m_Value; } }
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public DefaultState(string value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Allow Positional Input for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultAllowPositionalInput : Attribute
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{
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private bool m_Value;
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public bool Value { get { return m_Value; } }
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public DefaultAllowPositionalInput(bool value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Allow Rotational Input for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultAllowRotationalInput : Attribute
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{
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private bool m_Value;
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public bool Value { get { return m_Value; } }
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public DefaultAllowRotationalInput(bool value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Use Gravity value for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultUseGravity : Attribute
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{
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private Ability.AbilityBoolOverride m_Value;
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public Ability.AbilityBoolOverride Value { get { return m_Value; } }
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public DefaultUseGravity(Ability.AbilityBoolOverride value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Use Root Motion Position value for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultUseRootMotionPosition : Attribute
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{
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private Ability.AbilityBoolOverride m_Value;
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public Ability.AbilityBoolOverride Value { get { return m_Value; } }
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public DefaultUseRootMotionPosition(Ability.AbilityBoolOverride value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Use Root Motion Rotation value for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultUseRootMotionRotation : Attribute
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{
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private Ability.AbilityBoolOverride m_Value;
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public Ability.AbilityBoolOverride Value { get { return m_Value; } }
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public DefaultUseRootMotionRotation(Ability.AbilityBoolOverride value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Detect Horizontal Collisions for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultDetectHorizontalCollisions : Attribute
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{
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private Ability.AbilityBoolOverride m_Value;
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public Ability.AbilityBoolOverride Value { get { return m_Value; } }
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public DefaultDetectHorizontalCollisions(Ability.AbilityBoolOverride value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Detect Vertical Collisions for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultDetectVerticalCollisions : Attribute
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{
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private Ability.AbilityBoolOverride m_Value;
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public Ability.AbilityBoolOverride Value { get { return m_Value; } }
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public DefaultDetectVerticalCollisions(Ability.AbilityBoolOverride value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Object Detection Mode for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultObjectDetection : Attribute
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{
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private DetectObjectAbilityBase.ObjectDetectionMode m_Value;
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public DetectObjectAbilityBase.ObjectDetectionMode Value { get { return m_Value; } }
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public DefaultObjectDetection(DetectObjectAbilityBase.ObjectDetectionMode value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Use Look Direction for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultUseLookDirection : Attribute
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{
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private bool m_Value;
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public bool Value { get { return m_Value; } }
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public DefaultUseLookDirection(bool value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Cast Offset for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultCastOffset : Attribute
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{
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private Vector3 m_Value;
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public Vector3 Value { get { return m_Value; } }
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public DefaultCastOffset(float x, float y, float z) { m_Value = new Vector3(x, y, z); }
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}
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/// <summary>
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/// Attribute which specifies the default Equipped Slots for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultEquippedSlots : Attribute
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{
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private int m_Value;
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public int Value { get { return m_Value; } }
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public DefaultEquippedSlots(int value) { m_Value = value; }
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}
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/// <summary>
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/// Attribute which specifies the default Reequip Slots for the ability.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class DefaultReequipSlots : Attribute
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{
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private bool m_Value;
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public bool Value { get { return m_Value; } }
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public DefaultReequipSlots(bool value) { m_Value = value; }
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}
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} |