TopDown Engine
v3.6
|
Add this component to a character and it'll be able to activate button zones Animator parameters : Activating (bool) More...
Public Member Functions | |
override string | HelpBoxText () |
This method is only used to display a helpbox text at the beginning of the ability's inspector. More... | |
override void | UpdateAnimator () |
At the end of the ability's cycle, we send our current crouching and crawling states to the animator More... | |
Public Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility | |
delegate void | AbilityEvent () |
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 | 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 | |
bool | PreventJumpInButtonActivatedZone = true |
if this is true, characters won't be able to jump while in a button activated zone More... | |
ButtonActivated | ButtonActivatedZone |
the current button activated zone More... | |
Public Attributes inherited from MoreMountains.TopDownEngine.CharacterAbility | |
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 | |
override void | Initialization () |
Gets and stores components for further use More... | |
override void | HandleInput () |
Every frame, we check the input to see if we need to pause/unpause the game More... | |
virtual void | ButtonActivation () |
Tries to activate the button activated zone More... | |
override void | OnDeath () |
On Death we lose any connection we may have had to a button activated zone More... | |
override void | InitializeAnimatorParameters () |
Adds required animator parameters to the animator parameters list if they exist More... | |
Protected Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility | |
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 | BindAnimator () |
Binds the animator from the character and initializes the animator parameters More... | |
virtual void | InternalHandleInput () |
Internal method to check if an input manager is present or not 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 | 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 | |
bool | _activating = false |
int | _activatingAnimationParameter |
Protected Attributes inherited from MoreMountains.TopDownEngine.CharacterAbility | |
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 |
Static Protected Attributes | |
const string | _activatingAnimationParameterName = "Activating" |
Properties | |
bool | InButtonActivatedZone [get, set] |
true if the character is in a dialogue zone More... | |
virtual bool | InButtonAutoActivatedZone [get, set] |
true if the zone is automated More... | |
Properties inherited from MoreMountains.TopDownEngine.CharacterAbility | |
virtual bool | AbilityAuthorized [get] |
virtual bool | AbilityInitialized [get] |
whether or not this ability has been initialized More... | |
Add this component to a character and it'll be able to activate button zones Animator parameters : Activating (bool)
|
protectedvirtual |
Tries to activate the button activated zone
|
protectedvirtual |
Every frame, we check the input to see if we need to pause/unpause the game
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
|
virtual |
This method is only used to display a helpbox text at the beginning of the ability's inspector.
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
|
protectedvirtual |
Gets and stores components for further use
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
|
protectedvirtual |
Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
|
protectedvirtual |
On Death we lose any connection we may have had to a button activated zone
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
|
virtual |
At the end of the ability's cycle, we send our current crouching and crawling states to the animator
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
|
protected |
|
protected |
|
staticprotected |
ButtonActivated MoreMountains.TopDownEngine.CharacterButtonActivation.ButtonActivatedZone |
the current button activated zone
bool MoreMountains.TopDownEngine.CharacterButtonActivation.PreventJumpInButtonActivatedZone = true |
if this is true, characters won't be able to jump while in a button activated zone
|
getset |
true if the character is in a dialogue zone
|
getset |
true if the zone is automated