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TopDown Engine v4.5
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A class meant to be overridden that handles a character's ability. More...
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. | |
| virtual void | ForceInitialization () |
| Call this any time you want to force this ability to initialize (again) | |
| virtual void | ResetInput () |
| Resets all input for this ability. Can be overridden for ability specific directives. | |
| virtual void | EarlyProcessAbility () |
| The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed. | |
| virtual void | ProcessAbility () |
| The second of the 3 passes you can have in your ability. Think of it as Update() | |
| virtual void | LateProcessAbility () |
| The last of the 3 passes you can have in your ability. Think of it as LateUpdate() | |
| 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(). | |
| virtual void | PermitAbility (bool abilityPermitted) |
| Changes the status of the ability's permission. | |
| virtual void | Flip () |
| Override this to specify what should happen in this ability when the character flips. | |
| 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. | |
| virtual void | SetInputManager (InputManager newInputManager) |
| Changes the reference to the input manager with the one set in parameters. | |
| virtual void | PlayAbilityStartSfx () |
| Plays the ability start sound effect. | |
| virtual void | PlayAbilityUsedSfx () |
| Plays the ability used sound effect. | |
| virtual void | StopAbilityUsedSfx () |
| Stops the ability used sound effect. | |
| virtual void | PlayAbilityStopSfx () |
| Plays the ability stop sound effect. | |
| virtual void | PlayAbilityStartFeedbacks () |
| Plays the ability start sound effect. | |
| virtual void | StopStartFeedbacks () |
| Stops the ability used sound effect. | |
| virtual void | PlayAbilityStopFeedbacks () |
| Plays the ability stop sound effect. | |
Public Attributes | |
| AudioClip | AbilityStartSfx |
| the sound fx to play when the ability starts | |
| AudioClip | AbilityInProgressSfx |
| the sound fx to play while the ability is running | |
| AudioClip | AbilityStopSfx |
| the sound fx to play when the ability stops | |
| MMFeedbacks | AbilityStartFeedbacks |
| the feedbacks to play when the ability starts | |
| MMFeedbacks | AbilityStopFeedbacks |
| the feedbacks to play when the ability stops | |
| 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 | |
| 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. | |
| 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. | |
| 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. | |
| AbilityEvent | OnAbilityStart |
| AbilityEvent | OnAbilityStop |
Protected Member Functions | |
| virtual void | Awake () |
| On awake we proceed to pre initializing our ability. | |
| virtual void | Start () |
| On Start(), we call the ability's intialization. | |
| virtual void | PreInitialization () |
| A method you can override to have an initialization before the actual initialization. | |
| virtual void | Initialization () |
| Gets and stores components for further use. | |
| virtual void | BindAnimator () |
| Binds the animator from the character and initializes the animator parameters. | |
| virtual void | InitializeAnimatorParameters () |
| Adds required animator parameters to the animator parameters list if they exist. | |
| virtual void | InternalHandleInput () |
| Internal method to check if an input manager is present or not. | |
| 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. | |
| virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| Registers a new animator parameter to the list. | |
| virtual void | OnRespawn () |
| Override this to describe what should happen to this ability when the character respawns. | |
| virtual void | OnDeath () |
| Override this to describe what should happen to this ability when the character respawns. | |
| virtual void | OnHit () |
| Override this to describe what should happen to this ability when the character takes a hit. | |
| virtual void | OnEnable () |
| On enable, we bind our respawn delegate. | |
| virtual void | OnDisable () |
| On disable, we unbind our respawn delegate. | |
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 | |
A class meant to be overridden that handles a character's ability.
| delegate void MoreMountains.TopDownEngine.CharacterAbility.AbilityEvent | ( | ) |
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On awake we proceed to pre initializing our ability.
Reimplemented in MoreMountains.TopDownEngine.CharacterOrientation2D.
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Binds the animator from the character and initializes the animator parameters.
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The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed.
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Override this to specify what should happen in this ability when the character flips.
Reimplemented in MoreMountains.TopDownEngine.CharacterHandleWeapon, and MoreMountains.TopDownEngine.CharacterSwitchModel.
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Call this any time you want to force this ability to initialize (again)
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protectedvirtual |
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.
Reimplemented in MoreMountains.TopDownEngine.CharacterAbilityNodeSwap, MoreMountains.TopDownEngine.CharacterButtonActivation, MoreMountains.TopDownEngine.CharacterCrouch, MoreMountains.TopDownEngine.CharacterDash2D, MoreMountains.TopDownEngine.CharacterDash3D, MoreMountains.TopDownEngine.CharacterGridMovement, MoreMountains.TopDownEngine.CharacterHandleSecondaryWeapon, MoreMountains.TopDownEngine.CharacterHandleWeapon, MoreMountains.TopDownEngine.CharacterInventory, MoreMountains.TopDownEngine.CharacterJump2D, MoreMountains.TopDownEngine.CharacterJump3D, MoreMountains.TopDownEngine.CharacterMovement, MoreMountains.TopDownEngine.CharacterPause, MoreMountains.TopDownEngine.CharacterRotateCamera, MoreMountains.TopDownEngine.CharacterRun, MoreMountains.TopDownEngine.CharacterShipMovement, MoreMountains.TopDownEngine.CharacterSwitchModel, and MoreMountains.TopDownEngine.CharacterTimeControl.
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This method is only used to display a helpbox text at the beginning of the ability's inspector.
Reimplemented in MoreMountains.TopDownEngine.CharacterButtonActivation, MoreMountains.TopDownEngine.CharacterCrouch, MoreMountains.TopDownEngine.CharacterHandleWeapon, MoreMountains.TopDownEngine.CharacterPause, MoreMountains.TopDownEngine.CharacterRotateCamera, MoreMountains.TopDownEngine.CharacterRun, MoreMountains.TopDownEngine.CharacterStun, and MoreMountains.TopDownEngine.CharacterSurfaceSounds.
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Gets and stores components for further use.
Reimplemented in MoreMountains.TopDownEngine.CharacterButtonActivation, MoreMountains.TopDownEngine.CharacterCrouch, MoreMountains.TopDownEngine.CharacterDamageDash2D, MoreMountains.TopDownEngine.CharacterDamageDash3D, MoreMountains.TopDownEngine.CharacterDash2D, MoreMountains.TopDownEngine.CharacterDash3D, MoreMountains.TopDownEngine.CharacterDirectionMarker, 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.CharacterPersistence, MoreMountains.TopDownEngine.CharacterPush3D, MoreMountains.TopDownEngine.CharacterRotateCamera, MoreMountains.TopDownEngine.CharacterRotation2D, MoreMountains.TopDownEngine.CharacterShipMovement, MoreMountains.TopDownEngine.CharacterSurfaceSounds, MoreMountains.TopDownEngine.CharacterSwap, MoreMountains.TopDownEngine.CharacterSwitchModel, MoreMountains.TopDownEngine.CharacterTank, and MoreMountains.TopDownEngine.CharacterTimeControl.
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Adds required animator parameters to the animator parameters list if they exist.
Reimplemented in MoreMountains.TopDownEngine.CharacterButtonActivation, MoreMountains.TopDownEngine.CharacterCrouch, MoreMountains.TopDownEngine.CharacterDamageDash3D, MoreMountains.TopDownEngine.CharacterDash2D, MoreMountains.TopDownEngine.CharacterDash3D, MoreMountains.TopDownEngine.CharacterFallDownHoles2D, MoreMountains.TopDownEngine.CharacterGridMovement, MoreMountains.TopDownEngine.CharacterHandleWeapon, MoreMountains.TopDownEngine.CharacterJump2D, MoreMountains.TopDownEngine.CharacterJump3D, MoreMountains.TopDownEngine.CharacterMovement, MoreMountains.TopDownEngine.CharacterOrientation2D, MoreMountains.TopDownEngine.CharacterOrientation3D, MoreMountains.TopDownEngine.CharacterPush3D, MoreMountains.TopDownEngine.CharacterRotation2D, MoreMountains.TopDownEngine.CharacterRun, and MoreMountains.TopDownEngine.CharacterStun.
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protectedvirtual |
Internal method to check if an input manager is present or not.
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The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
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protectedvirtual |
Override this to describe what should happen to this ability when the character respawns.
Reimplemented in MoreMountains.TopDownEngine.CharacterButtonActivation, MoreMountains.TopDownEngine.CharacterGridMovement, MoreMountains.TopDownEngine.CharacterHandleWeapon, MoreMountains.TopDownEngine.CharacterInventory, MoreMountains.TopDownEngine.CharacterMovement, and MoreMountains.TopDownEngine.CharacterPersistence.
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On disable, we unbind our respawn delegate.
Reimplemented in MoreMountains.TopDownEngine.CharacterInventory, MoreMountains.TopDownEngine.CharacterMovement, MoreMountains.TopDownEngine.CharacterRun, and MoreMountains.TopDownEngine.CharacterTimeControl.
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On enable, we bind our respawn delegate.
Reimplemented in MoreMountains.TopDownEngine.CharacterButtonActivation, MoreMountains.TopDownEngine.CharacterInventory, MoreMountains.TopDownEngine.CharacterPersistence, MoreMountains.TopDownEngine.CharacterRotateCamera, and MoreMountains.TopDownEngine.CharacterTimeControl.
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Override this to describe what should happen to this ability when the character takes a hit.
Reimplemented in MoreMountains.TopDownEngine.CharacterHandleWeapon.
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Override this to describe what should happen to this ability when the character respawns.
Reimplemented in MoreMountains.TopDownEngine.CharacterGridMovement, MoreMountains.TopDownEngine.CharacterHandleWeapon, MoreMountains.TopDownEngine.CharacterInventory, and MoreMountains.TopDownEngine.CharacterMovement.
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Changes the status of the ability's permission.
| abilityPermitted | If set to true ability permitted. |
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Plays the ability start sound effect.
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Plays the ability start sound effect.
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Plays the ability stop sound effect.
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Plays the ability stop sound effect.
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Plays the ability used sound effect.
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A method you can override to have an initialization before the actual initialization.
Reimplemented in MoreMountains.TopDownEngine.CharacterHandleWeapon.
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The second of the 3 passes you can have in your ability. Think of it as Update()
Reimplemented in 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.CharacterPush3D, MoreMountains.TopDownEngine.CharacterRotateCamera, MoreMountains.TopDownEngine.CharacterRotation2D, MoreMountains.TopDownEngine.CharacterRun, MoreMountains.TopDownEngine.CharacterShipMovement, MoreMountains.TopDownEngine.CharacterSurfaceSounds, MoreMountains.TopDownEngine.CharacterTank, and MoreMountains.TopDownEngine.CharacterTimeControl.
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Registers a new animator parameter to the list.
| parameterName | Parameter name. |
| parameterType | Parameter type. |
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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.
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Resets all input for this ability. Can be overridden for ability specific directives.
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Changes the reference to the input manager with the one set in parameters.
| newInputManager |
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On Start(), we call the ability's intialization.
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Stops the ability used sound effect.
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Stops the ability used sound effect.
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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().
Reimplemented in MoreMountains.TopDownEngine.CharacterButtonActivation, MoreMountains.TopDownEngine.CharacterCrouch, MoreMountains.TopDownEngine.CharacterDamageDash3D, MoreMountains.TopDownEngine.CharacterDash2D, MoreMountains.TopDownEngine.CharacterDash3D, MoreMountains.TopDownEngine.CharacterFallDownHoles2D, MoreMountains.TopDownEngine.CharacterGridMovement, MoreMountains.TopDownEngine.CharacterHandleWeapon, MoreMountains.TopDownEngine.CharacterJump2D, MoreMountains.TopDownEngine.CharacterJump3D, MoreMountains.TopDownEngine.CharacterMovement, MoreMountains.TopDownEngine.CharacterOrientation2D, MoreMountains.TopDownEngine.CharacterOrientation3D, MoreMountains.TopDownEngine.CharacterPush3D, MoreMountains.TopDownEngine.CharacterRotation2D, MoreMountains.TopDownEngine.CharacterRun, and MoreMountains.TopDownEngine.CharacterStun.
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| AudioClip MoreMountains.TopDownEngine.CharacterAbility.AbilityInProgressSfx |
the sound fx to play while the ability is running
| 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
| MMFeedbacks MoreMountains.TopDownEngine.CharacterAbility.AbilityStartFeedbacks |
the feedbacks to play when the ability starts
| AudioClip MoreMountains.TopDownEngine.CharacterAbility.AbilityStartSfx |
the sound fx to play when the ability starts
| MMFeedbacks MoreMountains.TopDownEngine.CharacterAbility.AbilityStopFeedbacks |
the feedbacks to play when the ability stops
| AudioClip MoreMountains.TopDownEngine.CharacterAbility.AbilityStopSfx |
the sound fx to play when the ability stops
| 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.
| 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.
| 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.
| AbilityEvent MoreMountains.TopDownEngine.CharacterAbility.OnAbilityStart |
| AbilityEvent MoreMountains.TopDownEngine.CharacterAbility.OnAbilityStop |
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whether or not this ability has been initialized