TopDown Engine  v3.6
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 { DashModes.Fixed, DashModes.MainMovement, DashModes.SecondaryMovement, DashModes.MousePosition }
 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...
 

Public Member Functions

virtual void DashStart ()
 Initiates the dash More...
 
virtual void DashStop ()
 Stops the dash More...
 
override void ProcessAbility ()
 On update, moves the character if needed 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

DashModes DashMode = DashModes.MainMovement
 the dash mode to apply the dash in More...
 
DashSpaces DashSpace = DashSpaces.World
 the space in which the dash should happen, either local or world More...
 
Vector3 DashDirection = Vector3.forward
 the dash direction More...
 
float DashDistance = 6f
 the distance the dash should last for More...
 
float DashDuration = 0.2f
 the duration of the dash, in seconds More...
 
AnimationCurve DashCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f))
 the animation curve to apply to the dash acceleration 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 init, we stop our particles, and initialize our dash bar More...
 
override void HandleInput ()
 Watches for dash inputs 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

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 More...
 

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 

◆ 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 jetpack 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: