TopDown Engine v4.5
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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 { Pressed , 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.
override void ProcessAbility ()
 Every frame, we check if we're crouched and if we still should be.
virtual void StartForcedCrouch ()
 Starts a forced crouch.
virtual void StopForcedCrouch ()
 Stops a forced crouch.
override void UpdateAnimator ()
 At the end of the ability's cycle, we send our current crouching and crawling states to the animator.
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)
virtual void ResetInput ()
 Resets all input for this ability. Can be overridden for ability specific directives.
virtual void EarlyProcessAbility ()
 The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed.
virtual void LateProcessAbility ()
 The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
virtual void PermitAbility (bool abilityPermitted)
 Changes the status of the ability's permission.
virtual void Flip ()
 Override this to specify what should happen in this ability when the character flips.
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.
virtual void SetInputManager (InputManager newInputManager)
 Changes the reference to the input manager with the one set in parameters.
virtual void PlayAbilityStartSfx ()
 Plays the ability start sound effect.
virtual void PlayAbilityUsedSfx ()
 Plays the ability used sound effect.
virtual void StopAbilityUsedSfx ()
 Stops the ability used sound effect.
virtual void PlayAbilityStopSfx ()
 Plays the ability stop sound effect.
virtual void PlayAbilityStartFeedbacks ()
 Plays the ability start sound effect.
virtual void StopStartFeedbacks ()
 Stops the ability used sound effect.
virtual void PlayAbilityStopFeedbacks ()
 Plays the ability stop sound effect.

Public Attributes

bool ForcedCrouch = false
 if this is true, the character is in ForcedCrouch mode. A CrouchZone or an AI script can do that.
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
bool CrawlAuthorized = true
 if this is set to false, the character won't be able to crawl, just to crouch
float CrawlSpeed = 4f
 the speed of the character when it's crouching
bool ResizeColliderWhenCrouched = false
 if this is true, the collider will be resized when crouched
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
float CrouchedColliderHeight = 1.25f
 the size to apply to the collider when crouched (if ResizeColliderWhenCrouched is true, otherwise this will be ignored)
List< GameObject > ObjectsToOffset
 a list of objects to offset when crouching
Vector3 OffsetCrouch
 the offset to apply to objects when crouching
Vector3 OffsetCrawl
 the offset to apply to objects when crouching AND moving
float OffsetSpeed = 5f
 the speed at which to offset objects
bool InATunnel
 whether or not the character is in a tunnel right now and can't get up
Public Attributes inherited from MoreMountains.TopDownEngine.CharacterAbility
AudioClip AbilityStartSfx
 the sound fx to play when the ability starts
AudioClip AbilityInProgressSfx
 the sound fx to play while the ability is running
AudioClip AbilityStopSfx
 the sound fx to play when the ability stops
MMFeedbacks AbilityStartFeedbacks
 the feedbacks to play when the ability starts
MMFeedbacks AbilityStopFeedbacks
 the feedbacks to play when the ability stops
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
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.
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.
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.
AbilityEvent OnAbilityStart
AbilityEvent OnAbilityStop

Protected Member Functions

override void Initialization ()
 On Start(), we set our tunnel flag to false.
virtual void HandleForcedCrouch ()
 If we're in forced crouch state, we crouch.
override void HandleInput ()
 At the start of the ability's cycle, we check if we're pressing down. If yes, we call Crouch()
virtual void Crouch ()
 If we're pressing down, we check if we can crouch or crawl, and change states accordingly.
virtual void OffsetObjects ()
virtual void DetermineState ()
 Runs every frame to check if we should switch from crouching to crawling or the other way around.
virtual void CheckExitCrouch ()
 Every frame, we check to see if we should exit the Crouching (or Crawling) state.
virtual void CheckForTunnel ()
virtual void ExitCrouch ()
 Returns the character to normal stance.
override void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist.
Protected Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility
virtual void Awake ()
 On awake we proceed to pre initializing our ability.
virtual void Start ()
 On Start(), we call the ability's intialization.
virtual void PreInitialization ()
 A method you can override to have an initialization before the actual initialization.
virtual void BindAnimator ()
 Binds the animator from the character and initializes the animator parameters.
virtual void InternalHandleInput ()
 Internal method to check if an input manager is present or not.
virtual void RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter)
 Registers a new animator parameter to the list.
virtual void OnRespawn ()
 Override this to describe what should happen to this ability when the character respawns.
virtual void OnDeath ()
 Override this to describe what should happen to this ability when the character respawns.
virtual void OnHit ()
 Override this to describe what should happen to this ability when the character takes a hit.
virtual void OnEnable ()
 On enable, we bind our respawn delegate.
virtual void OnDisable ()
 On disable, we unbind our respawn delegate.

Protected Attributes

List< Vector3 > _objectsToOffsetOriginalPositions
int _crouchingAnimationParameter
int _crawlingAnimationParameter
bool _crouching = false
CharacterRun _characterRun
bool _forcedExitCrouch = false
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

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

◆ _forcedExitCrouch

bool MoreMountains.TopDownEngine.CharacterCrouch._forcedExitCrouch = false
protected

◆ _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:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterCrouch.cs