TopDown Engine
v3.6
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Public Member Functions | |
override void | DashStart () |
When we start to dash, we activate our damage object More... | |
override void | DashStop () |
When we stop dashing, we disable our damage object More... | |
override void | UpdateAnimator () |
At the end of each cycle, we send our Running status to the character's animator More... | |
Public Member Functions inherited from MoreMountains.TopDownEngine.CharacterDash3D | |
override void | ProcessAbility () |
On process ability, we move our character if we're currently dashing More... | |
override void | UpdateAnimator () |
At the end of each cycle, we send our Running status to the character's animator More... | |
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. More... | |
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 | |
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... | |
Public Attributes inherited from MoreMountains.TopDownEngine.CharacterDash3D | |
DashModes | DashMode = DashModes.MainMovement |
the current dash mode More... | |
DashSpaces | DashSpace = DashSpaces.World |
the space in which the dash should happen, either local or world More... | |
Vector3 | DashDirection = Vector3.forward |
the direction of the dash, relative to the character More... | |
float | DashDistance = 10f |
the distance to cover More... | |
float | DashDuration = 0.5f |
the duration of the dash More... | |
AnimationCurve | DashCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f)) |
the curve to apply to the dash's acceleration More... | |
bool | AllowDashWhenJumping = false |
if this is true, dash will be allowed while jumping, otherwise it'll be ignored More... | |
MMCooldown | Cooldown |
this ability's cooldown More... | |
bool | InvincibleWhileDashing = false |
if this is true, this character won't receive any damage while a dash is in progress More... | |
MMFeedbacks | DashFeedback |
the feedbacks to play when dashing 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 initialization, we disable our damage on touch object More... | |
override void | InitializeAnimatorParameters () |
Adds required animator parameters to the animator parameters list if they exist More... | |
Protected Member Functions inherited from MoreMountains.TopDownEngine.CharacterDash3D | |
override void | Initialization () |
On init we initialize our cooldown and feedback More... | |
override void | HandleInput () |
Watches for input and starts a dash if needed More... | |
virtual void | HandleDashMode () |
virtual void | UpdateDashBar () |
Updates the GUI jetpack bar. 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... | |
Static Protected Attributes | |
const string | _damageDashingAnimationParameterName = "DamageDashing" |
Static Protected Attributes inherited from MoreMountains.TopDownEngine.CharacterDash3D | |
const string | _dashingAnimationParameterName = "Dashing" |
const string | _dashStartedAnimationParameterName = "DashStarted" |
const string | _dashingDirectionXAnimationParameterName = "DashingDirectionX" |
const string | _dashingDirectionYAnimationParameterName = "DashingDirectionY" |
const string | _dashingDirectionZAnimationParameterName = "DashingDirectionZ" |
Additional Inherited Members | |
Public Types inherited from MoreMountains.TopDownEngine.CharacterDash3D | |
enum | DashModes { DashModes.Fixed, DashModes.MainMovement, DashModes.SecondaryMovement, DashModes.MousePosition, DashModes.ModelDirection } |
the possible dash modes (fixed = always the same direction) More... | |
enum | DashSpaces { DashSpaces.World, DashSpaces.Local } |
the possible spaces the dash should happen in, either in world coordinates or local ones More... | |
Properties inherited from MoreMountains.TopDownEngine.CharacterAbility | |
virtual bool | AbilityAuthorized [get] |
virtual bool | AbilityInitialized [get] |
whether or not this ability has been initialized More... | |
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virtual |
When we start to dash, we activate our damage object
Reimplemented from MoreMountains.TopDownEngine.CharacterDash3D.
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virtual |
When we stop dashing, we disable our damage object
Reimplemented from MoreMountains.TopDownEngine.CharacterDash3D.
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protectedvirtual |
On initialization, we disable our damage on touch object
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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protectedvirtual |
Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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virtual |
At the end of each cycle, we send our Running status to the character's animator
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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protected |
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staticprotected |
DamageOnTouch MoreMountains.TopDownEngine.CharacterDamageDash3D.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