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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 More...
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DashModes | DashMode = DashModes.MainMovement |
| the dash mode to apply the dash in More...
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DashSpaces | DashSpace = DashSpaces.World |
| the space in which the dash should happen, either local or world More...
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Vector3 | DashDirection = Vector3.forward |
| the dash direction More...
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float | DashDistance = 6f |
| the distance the dash should last for More...
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float | DashDuration = 0.2f |
| the duration of the dash, in seconds More...
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AnimationCurve | DashCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f)) |
| the animation curve to apply to the dash acceleration More...
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MMCooldown | Cooldown |
| this ability's cooldown More...
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bool | InvincibleWhileDashing = false |
| if this is true, this character won't receive any damage while a dash is in progress More...
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MMFeedbacks | DashFeedback |
| the feedbacks to play when dashing More...
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AudioClip | AbilityStartSfx |
| the sound fx to play when the ability starts More...
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AudioClip | AbilityInProgressSfx |
| the sound fx to play while the ability is running More...
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AudioClip | AbilityStopSfx |
| the sound fx to play when the ability stops More...
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MMFeedbacks | AbilityStartFeedbacks |
| the feedbacks to play when the ability starts More...
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MMFeedbacks | AbilityStopFeedbacks |
| the feedbacks to play when the ability stops More...
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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 More...
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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. More...
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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. More...
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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. More...
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AbilityEvent | OnAbilityStart |
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AbilityEvent | OnAbilityStop |
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override void | Initialization () |
| On initialization, we disable our damage on touch object More...
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override void | Initialization () |
| On init, we stop our particles, and initialize our dash bar More...
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override void | HandleInput () |
| Watches for dash inputs More...
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virtual void | HandleDashMode () |
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virtual void | UpdateDashBar () |
| Updates the GUI jetpack bar. More...
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override void | InitializeAnimatorParameters () |
| Adds required animator parameters to the animator parameters list if they exist More...
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virtual void | Awake () |
| On awake we proceed to pre initializing our ability More...
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virtual void | Start () |
| On Start(), we call the ability's intialization More...
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virtual void | PreInitialization () |
| A method you can override to have an initialization before the actual initialization More...
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virtual void | BindAnimator () |
| Binds the animator from the character and initializes the animator parameters More...
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virtual void | InternalHandleInput () |
| Internal method to check if an input manager is present or not More...
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virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| Registers a new animator parameter to the list More...
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virtual void | OnRespawn () |
| Override this to describe what should happen to this ability when the character respawns More...
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virtual void | OnDeath () |
| Override this to describe what should happen to this ability when the character respawns More...
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virtual void | OnHit () |
| Override this to describe what should happen to this ability when the character takes a hit More...
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virtual void | OnEnable () |
| On enable, we bind our respawn delegate More...
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virtual void | OnDisable () |
| On disable, we unbind our respawn delegate More...
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