TopDown Engine
v4.1
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This ability allows the character to "crouch" when pressing the crouch button, which resizes the collider More...
Public Types | |
enum | InputModes { InputModes.Pressed, InputModes.Toggle } |
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 | ProcessAbility () |
Every frame, we check if we're crouched and if we still should be More... | |
virtual void | StartForcedCrouch () |
Starts a forced crouch More... | |
virtual void | StopForcedCrouch () |
Stops a forced crouch 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 | 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 | ForcedCrouch = false |
if this is true, the character is in ForcedCrouch mode. A CrouchZone or an AI script can do that. More... | |
InputModes | InputMode = InputModes.Pressed |
the selected input mode. Pressed will require you keep the button pressed to remain crouched, while Toggle will require you to press once to crouch, and once to get back up More... | |
bool | CrawlAuthorized = true |
if this is set to false, the character won't be able to crawl, just to crouch More... | |
float | CrawlSpeed = 4f |
the speed of the character when it's crouching More... | |
bool | ResizeColliderWhenCrouched = false |
if this is true, the collider will be resized when crouched More... | |
bool | TranslateColliderOnCrouch = false |
if this is true, the collider will be vertically translated on resize, this can avoid your controller getting teleported into the ground if its center isn't at its y:0 More... | |
float | CrouchedColliderHeight = 1.25f |
the size to apply to the collider when crouched (if ResizeColliderWhenCrouched is true, otherwise this will be ignored) More... | |
List< GameObject > | ObjectsToOffset |
a list of objects to offset when crouching More... | |
Vector3 | OffsetCrouch |
the offset to apply to objects when crouching More... | |
Vector3 | OffsetCrawl |
the offset to apply to objects when crouching AND moving More... | |
float | OffsetSpeed = 5f |
the speed at which to offset objects More... | |
bool | InATunnel |
whether or not the character is in a tunnel right now and can't get up 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 () |
On Start(), we set our tunnel flag to false More... | |
virtual void | HandleForcedCrouch () |
If we're in forced crouch state, we crouch More... | |
override void | HandleInput () |
At the start of the ability's cycle, we check if we're pressing down. If yes, we call Crouch() More... | |
virtual void | Crouch () |
If we're pressing down, we check if we can crouch or crawl, and change states accordingly More... | |
virtual void | OffsetObjects () |
virtual void | DetermineState () |
Runs every frame to check if we should switch from crouching to crawling or the other way around More... | |
virtual void | CheckExitCrouch () |
Every frame, we check to see if we should exit the Crouching (or Crawling) state More... | |
virtual void | CheckForTunnel () |
virtual void | ExitCrouch () |
Returns the character to normal stance 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 | 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 | |
List< Vector3 > | _objectsToOffsetOriginalPositions |
int | _crouchingAnimationParameter |
int | _crawlingAnimationParameter |
bool | _crouching = false |
CharacterRun | _characterRun |
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 | _crouchingAnimationParameterName = "Crouching" |
const string | _crawlingAnimationParameterName = "Crawling" |
Additional Inherited Members | |
Properties inherited from MoreMountains.TopDownEngine.CharacterAbility | |
virtual bool | AbilityAuthorized [get] |
virtual bool | AbilityInitialized [get] |
whether or not this ability has been initialized More... | |
This ability allows the character to "crouch" when pressing the crouch button, which resizes the collider
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protectedvirtual |
Every frame, we check to see if we should exit the Crouching (or Crawling) state
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protectedvirtual |
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protectedvirtual |
If we're pressing down, we check if we can crouch or crawl, and change states accordingly
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protectedvirtual |
Runs every frame to check if we should switch from crouching to crawling or the other way around
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protectedvirtual |
Returns the character to normal stance
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protectedvirtual |
If we're in forced crouch state, we crouch
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protectedvirtual |
At the start of the ability's cycle, we check if we're pressing down. If yes, we call Crouch()
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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This method is only used to display a helpbox text at the beginning of the ability's inspector.
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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On Start(), we set our tunnel flag to false
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Every frame, we check if we're crouched and if we still should be
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Starts a forced crouch
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Stops a forced crouch
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At the end of the ability's cycle, we send our current crouching and crawling states to the animator
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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bool MoreMountains.TopDownEngine.CharacterCrouch.CrawlAuthorized = true |
if this is set to false, the character won't be able to crawl, just to crouch
float MoreMountains.TopDownEngine.CharacterCrouch.CrawlSpeed = 4f |
the speed of the character when it's crouching
float MoreMountains.TopDownEngine.CharacterCrouch.CrouchedColliderHeight = 1.25f |
the size to apply to the collider when crouched (if ResizeColliderWhenCrouched is true, otherwise this will be ignored)
bool MoreMountains.TopDownEngine.CharacterCrouch.ForcedCrouch = false |
if this is true, the character is in ForcedCrouch mode. A CrouchZone or an AI script can do that.
bool MoreMountains.TopDownEngine.CharacterCrouch.InATunnel |
whether or not the character is in a tunnel right now and can't get up
InputModes MoreMountains.TopDownEngine.CharacterCrouch.InputMode = InputModes.Pressed |
the selected input mode. Pressed will require you keep the button pressed to remain crouched, while Toggle will require you to press once to crouch, and once to get back up
List<GameObject> MoreMountains.TopDownEngine.CharacterCrouch.ObjectsToOffset |
a list of objects to offset when crouching
Vector3 MoreMountains.TopDownEngine.CharacterCrouch.OffsetCrawl |
the offset to apply to objects when crouching AND moving
Vector3 MoreMountains.TopDownEngine.CharacterCrouch.OffsetCrouch |
the offset to apply to objects when crouching
float MoreMountains.TopDownEngine.CharacterCrouch.OffsetSpeed = 5f |
the speed at which to offset objects
bool MoreMountains.TopDownEngine.CharacterCrouch.ResizeColliderWhenCrouched = false |
if this is true, the collider will be resized when crouched
bool MoreMountains.TopDownEngine.CharacterCrouch.TranslateColliderOnCrouch = false |
if this is true, the collider will be vertically translated on resize, this can avoid your controller getting teleported into the ground if its center isn't at its y:0