This ability allows the character to "crouch" when pressing the crouch button, which resizes the collider.
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| override string | HelpBoxText () |
| | This method is only used to display a helpbox text at the beginning of the ability's inspector.
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| override void | ProcessAbility () |
| | Every frame, we check if we're crouched and if we still should be.
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| virtual void | StartForcedCrouch () |
| | Starts a forced crouch.
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| virtual void | StopForcedCrouch () |
| | Stops a forced crouch.
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| override void | UpdateAnimator () |
| | At the end of the ability's cycle, we send our current crouching and crawling states to the animator.
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| delegate void | AbilityEvent () |
| virtual void | ForceInitialization () |
| | Call this any time you want to force this ability to initialize (again)
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| virtual void | ResetInput () |
| | Resets all input for this ability. Can be overridden for ability specific directives.
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| virtual void | EarlyProcessAbility () |
| | The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed.
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| virtual void | LateProcessAbility () |
| | The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
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| virtual void | PermitAbility (bool abilityPermitted) |
| | Changes the status of the ability's permission.
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| virtual void | Flip () |
| | Override this to specify what should happen in this ability when the character flips.
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| 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.
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| virtual void | SetInputManager (InputManager newInputManager) |
| | Changes the reference to the input manager with the one set in parameters.
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| virtual void | PlayAbilityStartSfx () |
| | Plays the ability start sound effect.
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| virtual void | PlayAbilityUsedSfx () |
| | Plays the ability used sound effect.
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| virtual void | StopAbilityUsedSfx () |
| | Stops the ability used sound effect.
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| virtual void | PlayAbilityStopSfx () |
| | Plays the ability stop sound effect.
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| virtual void | PlayAbilityStartFeedbacks () |
| | Plays the ability start sound effect.
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| virtual void | StopStartFeedbacks () |
| | Stops the ability used sound effect.
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| virtual void | PlayAbilityStopFeedbacks () |
| | Plays the ability stop sound effect.
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| bool | ForcedCrouch = false |
| | if this is true, the character is in ForcedCrouch mode. A CrouchZone or an AI script can do that.
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| 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
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| bool | CrawlAuthorized = true |
| | if this is set to false, the character won't be able to crawl, just to crouch
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| float | CrawlSpeed = 4f |
| | the speed of the character when it's crouching
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| bool | ResizeColliderWhenCrouched = false |
| | if this is true, the collider will be resized when crouched
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| 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
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| float | CrouchedColliderHeight = 1.25f |
| | the size to apply to the collider when crouched (if ResizeColliderWhenCrouched is true, otherwise this will be ignored)
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| List< GameObject > | ObjectsToOffset |
| | a list of objects to offset when crouching
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| Vector3 | OffsetCrouch |
| | the offset to apply to objects when crouching
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| Vector3 | OffsetCrawl |
| | the offset to apply to objects when crouching AND moving
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| float | OffsetSpeed = 5f |
| | the speed at which to offset objects
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| bool | InATunnel |
| | whether or not the character is in a tunnel right now and can't get up
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| AudioClip | AbilityStartSfx |
| | the sound fx to play when the ability starts
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| AudioClip | AbilityInProgressSfx |
| | the sound fx to play while the ability is running
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| AudioClip | AbilityStopSfx |
| | the sound fx to play when the ability stops
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| MMFeedbacks | AbilityStartFeedbacks |
| | the feedbacks to play when the ability starts
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| MMFeedbacks | AbilityStopFeedbacks |
| | the feedbacks to play when the ability stops
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| 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
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| 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.
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| 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.
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| 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.
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| AbilityEvent | OnAbilityStart |
| AbilityEvent | OnAbilityStop |
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| override void | Initialization () |
| | On Start(), we set our tunnel flag to false.
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| virtual void | HandleForcedCrouch () |
| | If we're in forced crouch state, we crouch.
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| override void | HandleInput () |
| | At the start of the ability's cycle, we check if we're pressing down. If yes, we call Crouch()
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| virtual void | Crouch () |
| | If we're pressing down, we check if we can crouch or crawl, and change states accordingly.
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| virtual void | OffsetObjects () |
| virtual void | DetermineState () |
| | Runs every frame to check if we should switch from crouching to crawling or the other way around.
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| virtual void | CheckExitCrouch () |
| | Every frame, we check to see if we should exit the Crouching (or Crawling) state.
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| virtual void | CheckForTunnel () |
| virtual void | ExitCrouch () |
| | Returns the character to normal stance.
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| override void | InitializeAnimatorParameters () |
| | Adds required animator parameters to the animator parameters list if they exist.
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| virtual void | Awake () |
| | On awake we proceed to pre initializing our ability.
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| virtual void | Start () |
| | On Start(), we call the ability's intialization.
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| virtual void | PreInitialization () |
| | A method you can override to have an initialization before the actual initialization.
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| virtual void | BindAnimator () |
| | Binds the animator from the character and initializes the animator parameters.
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| virtual void | InternalHandleInput () |
| | Internal method to check if an input manager is present or not.
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| virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
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| virtual void | OnRespawn () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnHit () |
| | Override this to describe what should happen to this ability when the character takes a hit.
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| virtual void | OnEnable () |
| | On enable, we bind our respawn delegate.
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| virtual void | OnDisable () |
| | On disable, we unbind our respawn delegate.
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This ability allows the character to "crouch" when pressing the crouch button, which resizes the collider.