TopDown Engine v4.3
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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. 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... | |
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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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.CharacterRun, MoreMountains.TopDownEngine.CharacterSwitchModel, MoreMountains.TopDownEngine.CharacterTimeControl, and MoreMountains.TopDownEngine.CharacterRotateCamera.
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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.CharacterRun, MoreMountains.TopDownEngine.CharacterStun, MoreMountains.TopDownEngine.CharacterSurfaceSounds, and MoreMountains.TopDownEngine.CharacterRotateCamera.
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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.CharacterRotation2D, MoreMountains.TopDownEngine.CharacterSurfaceSounds, MoreMountains.TopDownEngine.CharacterSwap, MoreMountains.TopDownEngine.CharacterSwitchModel, MoreMountains.TopDownEngine.CharacterTimeControl, MoreMountains.TopDownEngine.CharacterRotateCamera, and MoreMountains.TopDownEngine.CharacterTank.
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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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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.CharacterTimeControl, and MoreMountains.TopDownEngine.CharacterRotateCamera.
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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.CharacterRotation2D, MoreMountains.TopDownEngine.CharacterRun, MoreMountains.TopDownEngine.CharacterSurfaceSounds, MoreMountains.TopDownEngine.CharacterTimeControl, MoreMountains.TopDownEngine.CharacterRotateCamera, and MoreMountains.TopDownEngine.CharacterTank.
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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