Class CapturePointAction
ECA action that applies one capture interaction to an ICapturePoint. Server-only.
[Serializable]
public class CapturePointAction : BaseAction, IAction
- Inheritance
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CapturePointAction
- Implements
- Inherited Members
Remarks
This action is what connects capture points to the game at all. Interaction behaviour in this project is defined entirely by the ECA trigger list on each prefab, and capture points were the one interactable type with no action to put in that list — so ApplyCapture(long) had no callers, CapturePointUpdateBroadcast was never sent, and the component, its template, its broadcast and ObjectiveState were all unreachable code. Interacting with a capture point did nothing.
The action is deliberately thin. Ownership, progress, contest and decay are the capture point's own business — it is the authority on its state and broadcasts its own changes, including the decay expiry that no interaction triggers. All this does is apply one interaction and credit the achievement on the one that completes the capture.
Methods
Execute(ICharacter, EventData)
Applies one capture interaction and awards the capture achievement on completion.
public override void Execute(ICharacter initiator, EventData eventData)
Parameters
initiatorICharacterThe character interacting with the capture point.
eventDataEventDataThe event data containing the interaction context.