TopDown Engine  v3.6
MoreMountains.TopDownEngine.CharacterDirectionMarker Class Reference

This ability lets you orient an object towards either the movement direction or aim direction of your character That object can be anything you want (a sprite, a model, a line, etc) More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterDirectionMarker:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Types

enum  Modes { Modes.MovementDirection, Modes.AimDirection, Modes.None }
 the possible modes rotation can be based on More...
 

Public Member Functions

override void ProcessAbility ()
 On Process, we aim our object 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 UpdateAnimator ()
 Override this to send parameters to the character's animator. This is called once per cycle, by the Character class, after Early, normal and Late process(). 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

Transform DirectionMarker
 the object to rotate More...
 
int DirectionMarkerID
 a unique ID used to reference the marker ability More...
 
Modes Mode = Modes.MovementDirection
 the selected mode to pick direction on More...
 
Vector3 RotationCenterOffset = Vector3.zero
 the offset to apply as the center of rotation More...
 
Vector3 UpVector = Vector3.up
 the axis to consider as up when aiming More...
 
Vector3 ForwardVector = Vector3.forward
 the axis to consider as forward when aiming More...
 
bool PreventXRotation = false
 if this is true, the marker won't be able to rotate on its X axis More...
 
bool PreventYRotation = false
 if this is true, the marker won't be able to rotate on its Y axis More...
 
bool PreventZRotation = false
 if this is true, the marker won't be able to rotate on its Z axis More...
 
bool OffsetAlongMagnitude = false
 whether or not to offset the position along the direction's magnitude (for example, moving faster could move the marker further away from the character) More...
 
float MinimumVelocity = 0f
 the minimum bounds of the velocity's magnitude More...
 
float MaximumVelocity = 7f
 the maximum bounds of the velocity's magnitude More...
 
float OffsetRemapMin = 0f
 the distance at which to position the marker when at the lowest velocity More...
 
float OffsetRemapMax = 1f
 the distance at which to position the marker when at the highest velocity More...
 
bool DisableBelowThreshold = false
 whether or not to disable the marker when the movement magnitude is under a certain threshold More...
 
float DisableThreshold = 0.1f
 the threshold below which to disable the marker More...
 
bool Interpolate = false
 whether or not to interpolate the rotation More...
 
float InterpolateRate = 5f
 the rate at which to interpolate the rotation 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 store our CharacterHandleWeapon More...
 
virtual void AimMarker ()
 Rotates the object to match the selected direction More...
 
virtual void AimAt (Vector3 direction)
 Rotates the target object, interpolating the rotation if needed More...
 
virtual void ApplyOffset (float rawValue)
 Applies an offset if needed More...
 
virtual void GrabWeaponAim ()
 Caches the weapon aim comp 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 InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist More...
 
virtual void InternalHandleInput ()
 Internal method to check if an input manager is present or not More...
 
virtual void HandleInput ()
 Called at the very start of the ability's cycle, and intended to be overridden, looks for input and calls methods if conditions are met 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

CharacterHandleWeapon _characterHandleWeapon
 
WeaponAim _weaponAim
 
Vector3 _direction
 
Quaternion _newRotation
 
Vector3 _newPosition
 
Vector3 _newRotationVector
 
- 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
 

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

This ability lets you orient an object towards either the movement direction or aim direction of your character That object can be anything you want (a sprite, a model, a line, etc)

Member Enumeration Documentation

◆ Modes

the possible modes rotation can be based on

Enumerator
MovementDirection 
AimDirection 
None 

Member Function Documentation

◆ AimAt()

virtual void MoreMountains.TopDownEngine.CharacterDirectionMarker.AimAt ( Vector3  direction)
protectedvirtual

Rotates the target object, interpolating the rotation if needed

Parameters
direction

◆ AimMarker()

virtual void MoreMountains.TopDownEngine.CharacterDirectionMarker.AimMarker ( )
protectedvirtual

Rotates the object to match the selected direction

◆ ApplyOffset()

virtual void MoreMountains.TopDownEngine.CharacterDirectionMarker.ApplyOffset ( float  rawValue)
protectedvirtual

Applies an offset if needed

Parameters
rawValue

◆ GrabWeaponAim()

virtual void MoreMountains.TopDownEngine.CharacterDirectionMarker.GrabWeaponAim ( )
protectedvirtual

Caches the weapon aim comp

◆ Initialization()

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

On init we store our CharacterHandleWeapon

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessAbility()

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

On Process, we aim our object

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

Member Data Documentation

◆ _characterHandleWeapon

CharacterHandleWeapon MoreMountains.TopDownEngine.CharacterDirectionMarker._characterHandleWeapon
protected

◆ _direction

Vector3 MoreMountains.TopDownEngine.CharacterDirectionMarker._direction
protected

◆ _newPosition

Vector3 MoreMountains.TopDownEngine.CharacterDirectionMarker._newPosition
protected

◆ _newRotation

Quaternion MoreMountains.TopDownEngine.CharacterDirectionMarker._newRotation
protected

◆ _newRotationVector

Vector3 MoreMountains.TopDownEngine.CharacterDirectionMarker._newRotationVector
protected

◆ _weaponAim

WeaponAim MoreMountains.TopDownEngine.CharacterDirectionMarker._weaponAim
protected

◆ DirectionMarker

Transform MoreMountains.TopDownEngine.CharacterDirectionMarker.DirectionMarker

the object to rotate

◆ DirectionMarkerID

int MoreMountains.TopDownEngine.CharacterDirectionMarker.DirectionMarkerID

a unique ID used to reference the marker ability

◆ DisableBelowThreshold

bool MoreMountains.TopDownEngine.CharacterDirectionMarker.DisableBelowThreshold = false

whether or not to disable the marker when the movement magnitude is under a certain threshold

◆ DisableThreshold

float MoreMountains.TopDownEngine.CharacterDirectionMarker.DisableThreshold = 0.1f

the threshold below which to disable the marker

◆ ForwardVector

Vector3 MoreMountains.TopDownEngine.CharacterDirectionMarker.ForwardVector = Vector3.forward

the axis to consider as forward when aiming

◆ Interpolate

bool MoreMountains.TopDownEngine.CharacterDirectionMarker.Interpolate = false

whether or not to interpolate the rotation

◆ InterpolateRate

float MoreMountains.TopDownEngine.CharacterDirectionMarker.InterpolateRate = 5f

the rate at which to interpolate the rotation

◆ MaximumVelocity

float MoreMountains.TopDownEngine.CharacterDirectionMarker.MaximumVelocity = 7f

the maximum bounds of the velocity's magnitude

◆ MinimumVelocity

float MoreMountains.TopDownEngine.CharacterDirectionMarker.MinimumVelocity = 0f

the minimum bounds of the velocity's magnitude

◆ Mode

Modes MoreMountains.TopDownEngine.CharacterDirectionMarker.Mode = Modes.MovementDirection

the selected mode to pick direction on

◆ OffsetAlongMagnitude

bool MoreMountains.TopDownEngine.CharacterDirectionMarker.OffsetAlongMagnitude = false

whether or not to offset the position along the direction's magnitude (for example, moving faster could move the marker further away from the character)

◆ OffsetRemapMax

float MoreMountains.TopDownEngine.CharacterDirectionMarker.OffsetRemapMax = 1f

the distance at which to position the marker when at the highest velocity

◆ OffsetRemapMin

float MoreMountains.TopDownEngine.CharacterDirectionMarker.OffsetRemapMin = 0f

the distance at which to position the marker when at the lowest velocity

◆ PreventXRotation

bool MoreMountains.TopDownEngine.CharacterDirectionMarker.PreventXRotation = false

if this is true, the marker won't be able to rotate on its X axis

◆ PreventYRotation

bool MoreMountains.TopDownEngine.CharacterDirectionMarker.PreventYRotation = false

if this is true, the marker won't be able to rotate on its Y axis

◆ PreventZRotation

bool MoreMountains.TopDownEngine.CharacterDirectionMarker.PreventZRotation = false

if this is true, the marker won't be able to rotate on its Z axis

◆ RotationCenterOffset

Vector3 MoreMountains.TopDownEngine.CharacterDirectionMarker.RotationCenterOffset = Vector3.zero

the offset to apply as the center of rotation

◆ UpVector

Vector3 MoreMountains.TopDownEngine.CharacterDirectionMarker.UpVector = Vector3.up

the axis to consider as up when aiming


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