TopDown Engine v4.5
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MoreMountains.TopDownEngine.CharacterDamageDash2D Class Reference
Inheritance diagram for MoreMountains.TopDownEngine.CharacterDamageDash2D:
MoreMountains.TopDownEngine.CharacterDash2D MoreMountains.TopDownEngine.CharacterAbility MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Member Functions

override void DashStart ()
 When we start to dash, we activate our damage object.
override void DashStop ()
 When we stop dashing, we disable our damage object.
Public Member Functions inherited from MoreMountains.TopDownEngine.CharacterDash2D
override void ProcessAbility ()
 On update, moves the character if needed.
override void UpdateAnimator ()
 At the end of each cycle, we send our Running status to the character's animator.
Public Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility
delegate void AbilityEvent ()
virtual string HelpBoxText ()
 This method is only used to display a helpbox text at the beginning of the ability's inspector.
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

DamageOnTouch TargetDamageOnTouch
 the DamageOnTouch object to activate when dashing (usually placed under the Character's model, will require a Collider2D of some form, set to trigger
Public Attributes inherited from MoreMountains.TopDownEngine.CharacterDash2D
DashModes DashMode = DashModes.MainMovement
 the dash mode to apply the dash in
DashSpaces DashSpace = DashSpaces.World
 the space in which the dash should happen, either local or world
Vector3 DashDirection = Vector3.forward
 the dash direction
float DashDistance = 6f
 the distance the dash should last for
float DashDuration = 0.2f
 the duration of the dash, in seconds
AnimationCurve DashCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f))
 the animation curve to apply to the dash acceleration
MMCooldown Cooldown
 this ability's cooldown
bool InvincibleWhileDashing = false
 if this is true, this character won't receive any damage while a dash is in progress
MMFeedbacks DashFeedback
 the feedbacks to play when dashing
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 initialization, we disable our damage on touch object.
Protected Member Functions inherited from MoreMountains.TopDownEngine.CharacterDash2D
override void Initialization ()
 On init, we stop our particles, and initialize our dash bar.
override void HandleInput ()
 Watches for dash inputs.
virtual void HandleDashMode ()
virtual void UpdateDashBar ()
 Updates the GUI dash bar.
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.

Additional Inherited Members

Public Types inherited from MoreMountains.TopDownEngine.CharacterDash2D
enum  DashModes {
  Fixed , MainMovement , SecondaryMovement , MousePosition ,
  Script
}
 the possible dash modes (fixed : always the same direction) More...
enum  DashSpaces { World , Local }
 the possible spaces the dash should happen in, either in world coordinates or local ones More...
Protected Attributes inherited from MoreMountains.TopDownEngine.CharacterDash2D
bool _dashing
float _dashTimer
Vector3 _dashOrigin
Vector3 _dashDestination
Vector3 _newPosition
Vector3 _oldPosition
Vector3 _dashAnimParameterDirection
Vector3 _dashAngle = Vector3.zero
Vector3 _inputPosition
Camera _mainCamera
int _dashingAnimationParameter
int _dashingDirectionXAnimationParameter
int _dashingDirectionYAnimationParameter
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 inherited from MoreMountains.TopDownEngine.CharacterDash2D
const string _dashingAnimationParameterName = "Dashing"
const string _dashingDirectionXAnimationParameterName = "DashingDirectionX"
const string _dashingDirectionYAnimationParameterName = "DashingDirectionY"
Properties inherited from MoreMountains.TopDownEngine.CharacterAbility
virtual bool AbilityAuthorized [get]
virtual bool AbilityInitialized [get]
 whether or not this ability has been initialized

Member Function Documentation

◆ DashStart()

override void MoreMountains.TopDownEngine.CharacterDamageDash2D.DashStart ( )
virtual

When we start to dash, we activate our damage object.

Reimplemented from MoreMountains.TopDownEngine.CharacterDash2D.

◆ DashStop()

override void MoreMountains.TopDownEngine.CharacterDamageDash2D.DashStop ( )
virtual

When we stop dashing, we disable our damage object.

Reimplemented from MoreMountains.TopDownEngine.CharacterDash2D.

◆ Initialization()

override void MoreMountains.TopDownEngine.CharacterDamageDash2D.Initialization ( )
protectedvirtual

On initialization, we disable our damage on touch object.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

Member Data Documentation

◆ TargetDamageOnTouch

DamageOnTouch MoreMountains.TopDownEngine.CharacterDamageDash2D.TargetDamageOnTouch

the DamageOnTouch object to activate when dashing (usually placed under the Character's model, will require a Collider2D of some form, set to trigger


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterDamageDash2D.cs