TopDown Engine  v3.6
MoreMountains.TopDownEngine.CharacterAbility Class Reference

A class meant to be overridden that handles a character's ability. More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterAbility:
MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour MoreMountains.TopDownEngine.CharacterAbilityNodeSwap MoreMountains.TopDownEngine.CharacterButtonActivation MoreMountains.TopDownEngine.CharacterCrouch MoreMountains.TopDownEngine.CharacterDash2D MoreMountains.TopDownEngine.CharacterDash3D MoreMountains.TopDownEngine.CharacterDirectionMarker MoreMountains.TopDownEngine.CharacterFallDownHoles2D MoreMountains.TopDownEngine.CharacterGridMovement MoreMountains.TopDownEngine.CharacterHandleWeapon MoreMountains.TopDownEngine.CharacterInventory MoreMountains.TopDownEngine.CharacterJump2D MoreMountains.TopDownEngine.CharacterJump3D MoreMountains.TopDownEngine.CharacterMovement MoreMountains.TopDownEngine.CharacterOrientation2D MoreMountains.TopDownEngine.CharacterOrientation3D MoreMountains.TopDownEngine.CharacterPathfinder3D MoreMountains.TopDownEngine.CharacterPathfindToMouse3D MoreMountains.TopDownEngine.CharacterPause MoreMountains.TopDownEngine.CharacterPersistence MoreMountains.TopDownEngine.CharacterPush3D MoreMountains.TopDownEngine.CharacterRotateCamera MoreMountains.TopDownEngine.CharacterRotation2D MoreMountains.TopDownEngine.CharacterRun MoreMountains.TopDownEngine.CharacterStun MoreMountains.TopDownEngine.CharacterSurfaceSounds MoreMountains.TopDownEngine.CharacterSwap MoreMountains.TopDownEngine.CharacterSwitchModel MoreMountains.TopDownEngine.CharacterTank MoreMountains.TopDownEngine.CharacterTimeControl

Public Member Functions

delegate void AbilityEvent ()
 
virtual string HelpBoxText ()
 This method is only used to display a helpbox text at the beginning of the ability's inspector. More...
 
virtual void ForceInitialization ()
 Call this any time you want to force this ability to initialize (again) More...
 
virtual void ResetInput ()
 Resets all input for this ability. Can be overridden for ability specific directives More...
 
virtual void EarlyProcessAbility ()
 The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed More...
 
virtual void ProcessAbility ()
 The second of the 3 passes you can have in your ability. Think of it as Update() More...
 
virtual void LateProcessAbility ()
 The last of the 3 passes you can have in your ability. Think of it as LateUpdate() More...
 
virtual void UpdateAnimator ()
 Override this to send parameters to the character's animator. This is called once per cycle, by the Character class, after Early, normal and Late process(). More...
 
virtual void PermitAbility (bool abilityPermitted)
 Changes the status of the ability's permission More...
 
virtual void Flip ()
 Override this to specify what should happen in this ability when the character flips More...
 
virtual void ResetAbility ()
 Override this to reset this ability's parameters. It'll be automatically called when the character gets killed, in anticipation for its respawn. More...
 
virtual void SetInputManager (InputManager newInputManager)
 Changes the reference to the input manager with the one set in parameters More...
 
virtual void PlayAbilityStartSfx ()
 Plays the ability start sound effect More...
 
virtual void PlayAbilityUsedSfx ()
 Plays the ability used sound effect More...
 
virtual void StopAbilityUsedSfx ()
 Stops the ability used sound effect More...
 
virtual void PlayAbilityStopSfx ()
 Plays the ability stop sound effect More...
 
virtual void PlayAbilityStartFeedbacks ()
 Plays the ability start sound effect More...
 
virtual void StopStartFeedbacks ()
 Stops the ability used sound effect More...
 
virtual void PlayAbilityStopFeedbacks ()
 Plays the ability stop sound effect More...
 

Public Attributes

AudioClip AbilityStartSfx
 the sound fx to play when the ability starts More...
 
AudioClip AbilityInProgressSfx
 the sound fx to play while the ability is running More...
 
AudioClip AbilityStopSfx
 the sound fx to play when the ability stops More...
 
MMFeedbacks AbilityStartFeedbacks
 the feedbacks to play when the ability starts More...
 
MMFeedbacks AbilityStopFeedbacks
 the feedbacks to play when the ability stops More...
 
bool AbilityPermitted = true
 if true, this ability can perform as usual, if not, it'll be ignored. You can use this to unlock abilities over time for example More...
 
CharacterStates.MovementStates[] BlockingMovementStates
 an array containing all the blocking movement states. If the Character is in one of these states and tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while Idle or Swimming, for example. More...
 
CharacterStates.CharacterConditions[] BlockingConditionStates
 an array containing all the blocking condition states. If the Character is in one of these states and tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while dead, for example. More...
 
Weapon.WeaponStates[] BlockingWeaponStates
 an array containing all the blocking weapon states. If one of the character's weapons is in one of these states and yet the character tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while attacking, for example. More...
 
AbilityEvent OnAbilityStart
 
AbilityEvent OnAbilityStop
 

Protected Member Functions

virtual void Awake ()
 On awake we proceed to pre initializing our ability More...
 
virtual void Start ()
 On Start(), we call the ability's intialization More...
 
virtual void PreInitialization ()
 A method you can override to have an initialization before the actual initialization More...
 
virtual void Initialization ()
 Gets and stores components for further use More...
 
virtual void BindAnimator ()
 Binds the animator from the character and initializes the animator parameters More...
 
virtual void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist More...
 
virtual void InternalHandleInput ()
 Internal method to check if an input manager is present or not More...
 
virtual void HandleInput ()
 Called at the very start of the ability's cycle, and intended to be overridden, looks for input and calls methods if conditions are met More...
 
virtual void RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter)
 Registers a new animator parameter to the list More...
 
virtual void OnRespawn ()
 Override this to describe what should happen to this ability when the character respawns More...
 
virtual void OnDeath ()
 Override this to describe what should happen to this ability when the character respawns More...
 
virtual void OnHit ()
 Override this to describe what should happen to this ability when the character takes a hit More...
 
virtual void OnEnable ()
 On enable, we bind our respawn delegate More...
 
virtual void OnDisable ()
 On disable, we unbind our respawn delegate More...
 

Protected Attributes

Character _character
 
TopDownController _controller
 
TopDownController2D _controller2D
 
TopDownController3D _controller3D
 
GameObject _model
 
Health _health
 
CharacterMovement _characterMovement
 
InputManager _inputManager
 
Animator _animator = null
 
CharacterStates _state
 
SpriteRenderer _spriteRenderer
 
MMStateMachine< CharacterStates.MovementStates_movement
 
MMStateMachine< CharacterStates.CharacterConditions_condition
 
AudioSource _abilityInProgressSfx
 
bool _abilityInitialized = false
 
float _verticalInput
 
float _horizontalInput
 
bool _startFeedbackIsPlaying = false
 
List< CharacterHandleWeapon_handleWeaponList
 

Properties

virtual bool AbilityAuthorized [get]
 
virtual bool AbilityInitialized [get]
 whether or not this ability has been initialized More...
 

Detailed Description

A class meant to be overridden that handles a character's ability.

Member Function Documentation

◆ AbilityEvent()

delegate void MoreMountains.TopDownEngine.CharacterAbility.AbilityEvent ( )

◆ Awake()

virtual void MoreMountains.TopDownEngine.CharacterAbility.Awake ( )
protectedvirtual

On awake we proceed to pre initializing our ability

Reimplemented in MoreMountains.TopDownEngine.CharacterOrientation2D.

◆ BindAnimator()

virtual void MoreMountains.TopDownEngine.CharacterAbility.BindAnimator ( )
protectedvirtual

Binds the animator from the character and initializes the animator parameters

◆ EarlyProcessAbility()

virtual void MoreMountains.TopDownEngine.CharacterAbility.EarlyProcessAbility ( )
virtual

The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed

◆ Flip()

virtual void MoreMountains.TopDownEngine.CharacterAbility.Flip ( )
virtual

Override this to specify what should happen in this ability when the character flips

Reimplemented in MoreMountains.TopDownEngine.CharacterHandleWeapon, and MoreMountains.TopDownEngine.CharacterSwitchModel.

◆ ForceInitialization()

virtual void MoreMountains.TopDownEngine.CharacterAbility.ForceInitialization ( )
virtual

Call this any time you want to force this ability to initialize (again)

◆ HandleInput()

◆ HelpBoxText()

◆ Initialization()

◆ InitializeAnimatorParameters()

◆ InternalHandleInput()

virtual void MoreMountains.TopDownEngine.CharacterAbility.InternalHandleInput ( )
protectedvirtual

Internal method to check if an input manager is present or not

◆ LateProcessAbility()

virtual void MoreMountains.TopDownEngine.CharacterAbility.LateProcessAbility ( )
virtual

The last of the 3 passes you can have in your ability. Think of it as LateUpdate()

◆ OnDeath()

virtual void MoreMountains.TopDownEngine.CharacterAbility.OnDeath ( )
protectedvirtual

◆ OnDisable()

virtual void MoreMountains.TopDownEngine.CharacterAbility.OnDisable ( )
protectedvirtual

◆ OnEnable()

virtual void MoreMountains.TopDownEngine.CharacterAbility.OnEnable ( )
protectedvirtual

◆ OnHit()

virtual void MoreMountains.TopDownEngine.CharacterAbility.OnHit ( )
protectedvirtual

Override this to describe what should happen to this ability when the character takes a hit

Reimplemented in MoreMountains.TopDownEngine.CharacterHandleWeapon.

◆ OnRespawn()

virtual void MoreMountains.TopDownEngine.CharacterAbility.OnRespawn ( )
protectedvirtual

◆ PermitAbility()

virtual void MoreMountains.TopDownEngine.CharacterAbility.PermitAbility ( bool  abilityPermitted)
virtual

Changes the status of the ability's permission

Parameters
abilityPermittedIf set to true ability permitted.

◆ PlayAbilityStartFeedbacks()

virtual void MoreMountains.TopDownEngine.CharacterAbility.PlayAbilityStartFeedbacks ( )
virtual

Plays the ability start sound effect

◆ PlayAbilityStartSfx()

virtual void MoreMountains.TopDownEngine.CharacterAbility.PlayAbilityStartSfx ( )
virtual

Plays the ability start sound effect

◆ PlayAbilityStopFeedbacks()

virtual void MoreMountains.TopDownEngine.CharacterAbility.PlayAbilityStopFeedbacks ( )
virtual

Plays the ability stop sound effect

◆ PlayAbilityStopSfx()

virtual void MoreMountains.TopDownEngine.CharacterAbility.PlayAbilityStopSfx ( )
virtual

Plays the ability stop sound effect

◆ PlayAbilityUsedSfx()

virtual void MoreMountains.TopDownEngine.CharacterAbility.PlayAbilityUsedSfx ( )
virtual

Plays the ability used sound effect

◆ PreInitialization()

virtual void MoreMountains.TopDownEngine.CharacterAbility.PreInitialization ( )
protectedvirtual

A method you can override to have an initialization before the actual initialization

Reimplemented in MoreMountains.TopDownEngine.CharacterHandleWeapon.

◆ ProcessAbility()

◆ RegisterAnimatorParameter()

virtual void MoreMountains.TopDownEngine.CharacterAbility.RegisterAnimatorParameter ( string  parameterName,
AnimatorControllerParameterType  parameterType,
out int  parameter 
)
protectedvirtual

Registers a new animator parameter to the list

Parameters
parameterNameParameter name.
parameterTypeParameter type.

◆ ResetAbility()

virtual void MoreMountains.TopDownEngine.CharacterAbility.ResetAbility ( )
virtual

Override this to reset this ability's parameters. It'll be automatically called when the character gets killed, in anticipation for its respawn.

Reimplemented in MoreMountains.TopDownEngine.CharacterMovement.

◆ ResetInput()

virtual void MoreMountains.TopDownEngine.CharacterAbility.ResetInput ( )
virtual

Resets all input for this ability. Can be overridden for ability specific directives

◆ SetInputManager()

virtual void MoreMountains.TopDownEngine.CharacterAbility.SetInputManager ( InputManager  newInputManager)
virtual

Changes the reference to the input manager with the one set in parameters

Parameters
newInputManager

◆ Start()

virtual void MoreMountains.TopDownEngine.CharacterAbility.Start ( )
protectedvirtual

On Start(), we call the ability's intialization

◆ StopAbilityUsedSfx()

virtual void MoreMountains.TopDownEngine.CharacterAbility.StopAbilityUsedSfx ( )
virtual

Stops the ability used sound effect

◆ StopStartFeedbacks()

virtual void MoreMountains.TopDownEngine.CharacterAbility.StopStartFeedbacks ( )
virtual

Stops the ability used sound effect

◆ UpdateAnimator()

Member Data Documentation

◆ _abilityInitialized

bool MoreMountains.TopDownEngine.CharacterAbility._abilityInitialized = false
protected

◆ _abilityInProgressSfx

AudioSource MoreMountains.TopDownEngine.CharacterAbility._abilityInProgressSfx
protected

◆ _animator

Animator MoreMountains.TopDownEngine.CharacterAbility._animator = null
protected

◆ _character

Character MoreMountains.TopDownEngine.CharacterAbility._character
protected

◆ _characterMovement

CharacterMovement MoreMountains.TopDownEngine.CharacterAbility._characterMovement
protected

◆ _condition

MMStateMachine<CharacterStates.CharacterConditions> MoreMountains.TopDownEngine.CharacterAbility._condition
protected

◆ _controller

TopDownController MoreMountains.TopDownEngine.CharacterAbility._controller
protected

◆ _controller2D

TopDownController2D MoreMountains.TopDownEngine.CharacterAbility._controller2D
protected

◆ _controller3D

TopDownController3D MoreMountains.TopDownEngine.CharacterAbility._controller3D
protected

◆ _handleWeaponList

List<CharacterHandleWeapon> MoreMountains.TopDownEngine.CharacterAbility._handleWeaponList
protected

◆ _health

Health MoreMountains.TopDownEngine.CharacterAbility._health
protected

◆ _horizontalInput

float MoreMountains.TopDownEngine.CharacterAbility._horizontalInput
protected

◆ _inputManager

InputManager MoreMountains.TopDownEngine.CharacterAbility._inputManager
protected

◆ _model

GameObject MoreMountains.TopDownEngine.CharacterAbility._model
protected

◆ _movement

MMStateMachine<CharacterStates.MovementStates> MoreMountains.TopDownEngine.CharacterAbility._movement
protected

◆ _spriteRenderer

SpriteRenderer MoreMountains.TopDownEngine.CharacterAbility._spriteRenderer
protected

◆ _startFeedbackIsPlaying

bool MoreMountains.TopDownEngine.CharacterAbility._startFeedbackIsPlaying = false
protected

◆ _state

CharacterStates MoreMountains.TopDownEngine.CharacterAbility._state
protected

◆ _verticalInput

float MoreMountains.TopDownEngine.CharacterAbility._verticalInput
protected

◆ AbilityInProgressSfx

AudioClip MoreMountains.TopDownEngine.CharacterAbility.AbilityInProgressSfx

the sound fx to play while the ability is running

◆ AbilityPermitted

bool MoreMountains.TopDownEngine.CharacterAbility.AbilityPermitted = true

if true, this ability can perform as usual, if not, it'll be ignored. You can use this to unlock abilities over time for example

◆ AbilityStartFeedbacks

MMFeedbacks MoreMountains.TopDownEngine.CharacterAbility.AbilityStartFeedbacks

the feedbacks to play when the ability starts

◆ AbilityStartSfx

AudioClip MoreMountains.TopDownEngine.CharacterAbility.AbilityStartSfx

the sound fx to play when the ability starts

◆ AbilityStopFeedbacks

MMFeedbacks MoreMountains.TopDownEngine.CharacterAbility.AbilityStopFeedbacks

the feedbacks to play when the ability stops

◆ AbilityStopSfx

AudioClip MoreMountains.TopDownEngine.CharacterAbility.AbilityStopSfx

the sound fx to play when the ability stops

◆ BlockingConditionStates

CharacterStates.CharacterConditions [] MoreMountains.TopDownEngine.CharacterAbility.BlockingConditionStates

an array containing all the blocking condition states. If the Character is in one of these states and tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while dead, for example.

◆ BlockingMovementStates

CharacterStates.MovementStates [] MoreMountains.TopDownEngine.CharacterAbility.BlockingMovementStates

an array containing all the blocking movement states. If the Character is in one of these states and tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while Idle or Swimming, for example.

◆ BlockingWeaponStates

Weapon.WeaponStates [] MoreMountains.TopDownEngine.CharacterAbility.BlockingWeaponStates

an array containing all the blocking weapon states. If one of the character's weapons is in one of these states and yet the character tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while attacking, for example.

◆ OnAbilityStart

AbilityEvent MoreMountains.TopDownEngine.CharacterAbility.OnAbilityStart

◆ OnAbilityStop

AbilityEvent MoreMountains.TopDownEngine.CharacterAbility.OnAbilityStop

Property Documentation

◆ AbilityAuthorized

virtual bool MoreMountains.TopDownEngine.CharacterAbility.AbilityAuthorized
get

◆ AbilityInitialized

virtual bool MoreMountains.TopDownEngine.CharacterAbility.AbilityInitialized
get

whether or not this ability has been initialized


The documentation for this class was generated from the following file: