TopDown Engine  v3.6
MoreMountains.TopDownEngine.CharacterCrouch Class Reference

This ability allows the character to "crouch" when pressing the crouch button, which resizes the collider More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterCrouch:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

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...
 

Detailed Description

This ability allows the character to "crouch" when pressing the crouch button, which resizes the collider

Member Enumeration Documentation

◆ InputModes

Enumerator
Pressed 
Toggle 

Member Function Documentation

◆ CheckExitCrouch()

virtual void MoreMountains.TopDownEngine.CharacterCrouch.CheckExitCrouch ( )
protectedvirtual

Every frame, we check to see if we should exit the Crouching (or Crawling) state

◆ CheckForTunnel()

virtual void MoreMountains.TopDownEngine.CharacterCrouch.CheckForTunnel ( )
protectedvirtual

◆ Crouch()

virtual void MoreMountains.TopDownEngine.CharacterCrouch.Crouch ( )
protectedvirtual

If we're pressing down, we check if we can crouch or crawl, and change states accordingly

◆ DetermineState()

virtual void MoreMountains.TopDownEngine.CharacterCrouch.DetermineState ( )
protectedvirtual

Runs every frame to check if we should switch from crouching to crawling or the other way around

◆ ExitCrouch()

virtual void MoreMountains.TopDownEngine.CharacterCrouch.ExitCrouch ( )
protectedvirtual

Returns the character to normal stance

◆ HandleForcedCrouch()

virtual void MoreMountains.TopDownEngine.CharacterCrouch.HandleForcedCrouch ( )
protectedvirtual

If we're in forced crouch state, we crouch

◆ HandleInput()

override void MoreMountains.TopDownEngine.CharacterCrouch.HandleInput ( )
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.

◆ HelpBoxText()

override string MoreMountains.TopDownEngine.CharacterCrouch.HelpBoxText ( )
virtual

This method is only used to display a helpbox text at the beginning of the ability's inspector.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ Initialization()

override void MoreMountains.TopDownEngine.CharacterCrouch.Initialization ( )
protectedvirtual

On Start(), we set our tunnel flag to false

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.TopDownEngine.CharacterCrouch.InitializeAnimatorParameters ( )
protectedvirtual

Adds required animator parameters to the animator parameters list if they exist

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ OffsetObjects()

virtual void MoreMountains.TopDownEngine.CharacterCrouch.OffsetObjects ( )
protectedvirtual

◆ ProcessAbility()

override void MoreMountains.TopDownEngine.CharacterCrouch.ProcessAbility ( )
virtual

Every frame, we check if we're crouched and if we still should be

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ StartForcedCrouch()

virtual void MoreMountains.TopDownEngine.CharacterCrouch.StartForcedCrouch ( )
virtual

Starts a forced crouch

◆ StopForcedCrouch()

virtual void MoreMountains.TopDownEngine.CharacterCrouch.StopForcedCrouch ( )
virtual

Stops a forced crouch

◆ UpdateAnimator()

override void MoreMountains.TopDownEngine.CharacterCrouch.UpdateAnimator ( )
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.

Member Data Documentation

◆ _characterRun

CharacterRun MoreMountains.TopDownEngine.CharacterCrouch._characterRun
protected

◆ _crawlingAnimationParameter

int MoreMountains.TopDownEngine.CharacterCrouch._crawlingAnimationParameter
protected

◆ _crawlingAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterCrouch._crawlingAnimationParameterName = "Crawling"
staticprotected

◆ _crouching

bool MoreMountains.TopDownEngine.CharacterCrouch._crouching = false
protected

◆ _crouchingAnimationParameter

int MoreMountains.TopDownEngine.CharacterCrouch._crouchingAnimationParameter
protected

◆ _crouchingAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterCrouch._crouchingAnimationParameterName = "Crouching"
staticprotected

◆ _objectsToOffsetOriginalPositions

List<Vector3> MoreMountains.TopDownEngine.CharacterCrouch._objectsToOffsetOriginalPositions
protected

◆ CrawlAuthorized

bool MoreMountains.TopDownEngine.CharacterCrouch.CrawlAuthorized = true

if this is set to false, the character won't be able to crawl, just to crouch

◆ CrawlSpeed

float MoreMountains.TopDownEngine.CharacterCrouch.CrawlSpeed = 4f

the speed of the character when it's crouching

◆ CrouchedColliderHeight

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)

◆ ForcedCrouch

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.

◆ InATunnel

bool MoreMountains.TopDownEngine.CharacterCrouch.InATunnel

whether or not the character is in a tunnel right now and can't get up

◆ InputMode

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

◆ ObjectsToOffset

List<GameObject> MoreMountains.TopDownEngine.CharacterCrouch.ObjectsToOffset

a list of objects to offset when crouching

◆ OffsetCrawl

Vector3 MoreMountains.TopDownEngine.CharacterCrouch.OffsetCrawl

the offset to apply to objects when crouching AND moving

◆ OffsetCrouch

Vector3 MoreMountains.TopDownEngine.CharacterCrouch.OffsetCrouch

the offset to apply to objects when crouching

◆ OffsetSpeed

float MoreMountains.TopDownEngine.CharacterCrouch.OffsetSpeed = 5f

the speed at which to offset objects

◆ ResizeColliderWhenCrouched

bool MoreMountains.TopDownEngine.CharacterCrouch.ResizeColliderWhenCrouched = false

if this is true, the collider will be resized when crouched

◆ TranslateColliderOnCrouch

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


The documentation for this class was generated from the following file: