TopDown Engine  v3.6
MoreMountains.TopDownEngine.CharacterDamageDash3D Class Reference
Inheritance diagram for MoreMountains.TopDownEngine.CharacterDamageDash3D:
MoreMountains.TopDownEngine.CharacterDash3D 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 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...
 

Protected Attributes

int _damageDashingAnimationParameter
 
- Protected Attributes inherited from MoreMountains.TopDownEngine.CharacterDash3D
bool _dashing
 
bool _dashStartedThisFrame
 
float _dashTimer
 
Vector3 _dashOrigin
 
Vector3 _dashDestination
 
Vector3 _newPosition
 
Vector3 _oldPosition
 
Vector3 _dashAngle = Vector3.zero
 
Vector3 _inputDirection
 
Vector3 _dashAnimParameterDirection
 
Plane _playerPlane
 
Camera _mainCamera
 
int _dashingAnimationParameter
 
int _dashStartedAnimationParameter
 
int _dashingDirectionXAnimationParameter
 
int _dashingDirectionYAnimationParameter
 
int _dashingDirectionZAnimationParameter
 
CharacterOrientation3D _characterOrientation3D
 
- 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 _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...
 

Member Function Documentation

◆ DashStart()

override void MoreMountains.TopDownEngine.CharacterDamageDash3D.DashStart ( )
virtual

When we start to dash, we activate our damage object

Reimplemented from MoreMountains.TopDownEngine.CharacterDash3D.

◆ DashStop()

override void MoreMountains.TopDownEngine.CharacterDamageDash3D.DashStop ( )
virtual

When we stop dashing, we disable our damage object

Reimplemented from MoreMountains.TopDownEngine.CharacterDash3D.

◆ Initialization()

override void MoreMountains.TopDownEngine.CharacterDamageDash3D.Initialization ( )
protectedvirtual

On initialization, we disable our damage on touch object

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.TopDownEngine.CharacterDamageDash3D.InitializeAnimatorParameters ( )
protectedvirtual

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

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ UpdateAnimator()

override void MoreMountains.TopDownEngine.CharacterDamageDash3D.UpdateAnimator ( )
virtual

At the end of each cycle, we send our Running status to the character's animator

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

Member Data Documentation

◆ _damageDashingAnimationParameter

int MoreMountains.TopDownEngine.CharacterDamageDash3D._damageDashingAnimationParameter
protected

◆ _damageDashingAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterDamageDash3D._damageDashingAnimationParameterName = "DamageDashing"
staticprotected

◆ TargetDamageOnTouch

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


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