TopDown Engine v4.5
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MoreMountains.TopDownEngine.CharacterDash2D Class Reference

Add this ability to a character and it'll be able to dash in 2D, covering a certain distance in a certain duration. More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterDash2D:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour MoreMountains.TopDownEngine.CharacterDamageDash2D

Public Types

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...

Public Member Functions

virtual void DashStart ()
 Initiates the dash.
virtual void DashStop ()
 Stops the dash.
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

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 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.

Protected Attributes

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

const string _dashingAnimationParameterName = "Dashing"
const string _dashingDirectionXAnimationParameterName = "DashingDirectionX"
const string _dashingDirectionYAnimationParameterName = "DashingDirectionY"

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

Add this ability to a character and it'll be able to dash in 2D, covering a certain distance in a certain duration.

Animation parameters : Dashing : true if the character is currently dashing DashingDirectionX : the x component of the dash direction, normalized DashingDirectionY : the y component of the dash direction, normalized

Member Enumeration Documentation

◆ DashModes

the possible dash modes (fixed : always the same direction)

Enumerator
Fixed 
MainMovement 
SecondaryMovement 
MousePosition 
Script 

◆ DashSpaces

the possible spaces the dash should happen in, either in world coordinates or local ones

Enumerator
World 
Local 

Member Function Documentation

◆ DashStart()

virtual void MoreMountains.TopDownEngine.CharacterDash2D.DashStart ( )
virtual

Initiates the dash.

Reimplemented in MoreMountains.TopDownEngine.CharacterDamageDash2D.

◆ DashStop()

virtual void MoreMountains.TopDownEngine.CharacterDash2D.DashStop ( )
virtual

Stops the dash.

Reimplemented in MoreMountains.TopDownEngine.CharacterDamageDash2D.

◆ HandleDashMode()

virtual void MoreMountains.TopDownEngine.CharacterDash2D.HandleDashMode ( )
protectedvirtual

◆ HandleInput()

override void MoreMountains.TopDownEngine.CharacterDash2D.HandleInput ( )
protectedvirtual

Watches for dash inputs.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ Initialization()

override void MoreMountains.TopDownEngine.CharacterDash2D.Initialization ( )
protectedvirtual

On init, we stop our particles, and initialize our dash bar.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.TopDownEngine.CharacterDash2D.InitializeAnimatorParameters ( )
protectedvirtual

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

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessAbility()

override void MoreMountains.TopDownEngine.CharacterDash2D.ProcessAbility ( )
virtual

On update, moves the character if needed.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ UpdateAnimator()

override void MoreMountains.TopDownEngine.CharacterDash2D.UpdateAnimator ( )
virtual

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

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ UpdateDashBar()

virtual void MoreMountains.TopDownEngine.CharacterDash2D.UpdateDashBar ( )
protectedvirtual

Updates the GUI dash bar.

Member Data Documentation

◆ _dashAngle

Vector3 MoreMountains.TopDownEngine.CharacterDash2D._dashAngle = Vector3.zero
protected

◆ _dashAnimParameterDirection

Vector3 MoreMountains.TopDownEngine.CharacterDash2D._dashAnimParameterDirection
protected

◆ _dashDestination

Vector3 MoreMountains.TopDownEngine.CharacterDash2D._dashDestination
protected

◆ _dashing

bool MoreMountains.TopDownEngine.CharacterDash2D._dashing
protected

◆ _dashingAnimationParameter

int MoreMountains.TopDownEngine.CharacterDash2D._dashingAnimationParameter
protected

◆ _dashingAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterDash2D._dashingAnimationParameterName = "Dashing"
staticprotected

◆ _dashingDirectionXAnimationParameter

int MoreMountains.TopDownEngine.CharacterDash2D._dashingDirectionXAnimationParameter
protected

◆ _dashingDirectionXAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterDash2D._dashingDirectionXAnimationParameterName = "DashingDirectionX"
staticprotected

◆ _dashingDirectionYAnimationParameter

int MoreMountains.TopDownEngine.CharacterDash2D._dashingDirectionYAnimationParameter
protected

◆ _dashingDirectionYAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterDash2D._dashingDirectionYAnimationParameterName = "DashingDirectionY"
staticprotected

◆ _dashOrigin

Vector3 MoreMountains.TopDownEngine.CharacterDash2D._dashOrigin
protected

◆ _dashTimer

float MoreMountains.TopDownEngine.CharacterDash2D._dashTimer
protected

◆ _inputPosition

Vector3 MoreMountains.TopDownEngine.CharacterDash2D._inputPosition
protected

◆ _mainCamera

Camera MoreMountains.TopDownEngine.CharacterDash2D._mainCamera
protected

◆ _newPosition

Vector3 MoreMountains.TopDownEngine.CharacterDash2D._newPosition
protected

◆ _oldPosition

Vector3 MoreMountains.TopDownEngine.CharacterDash2D._oldPosition
protected

◆ Cooldown

MMCooldown MoreMountains.TopDownEngine.CharacterDash2D.Cooldown

this ability's cooldown

◆ DashCurve

AnimationCurve MoreMountains.TopDownEngine.CharacterDash2D.DashCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f))

the animation curve to apply to the dash acceleration

◆ DashDirection

Vector3 MoreMountains.TopDownEngine.CharacterDash2D.DashDirection = Vector3.forward

the dash direction

◆ DashDistance

float MoreMountains.TopDownEngine.CharacterDash2D.DashDistance = 6f

the distance the dash should last for

◆ DashDuration

float MoreMountains.TopDownEngine.CharacterDash2D.DashDuration = 0.2f

the duration of the dash, in seconds

◆ DashFeedback

MMFeedbacks MoreMountains.TopDownEngine.CharacterDash2D.DashFeedback

the feedbacks to play when dashing

◆ DashMode

DashModes MoreMountains.TopDownEngine.CharacterDash2D.DashMode = DashModes.MainMovement

the dash mode to apply the dash in

◆ DashSpace

DashSpaces MoreMountains.TopDownEngine.CharacterDash2D.DashSpace = DashSpaces.World

the space in which the dash should happen, either local or world

◆ InvincibleWhileDashing

bool MoreMountains.TopDownEngine.CharacterDash2D.InvincibleWhileDashing = false

if this is true, this character won't receive any damage while a dash is in progress


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterDash2D.cs