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)
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| override void | ProcessAbility () |
| | On Process, we aim our object.
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| delegate void | AbilityEvent () |
| virtual string | HelpBoxText () |
| | This method is only used to display a helpbox text at the beginning of the ability's inspector.
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| virtual void | ForceInitialization () |
| | Call this any time you want to force this ability to initialize (again)
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| virtual void | ResetInput () |
| | Resets all input for this ability. Can be overridden for ability specific directives.
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| virtual void | EarlyProcessAbility () |
| | The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed.
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| virtual void | LateProcessAbility () |
| | The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
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| 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().
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| virtual void | PermitAbility (bool abilityPermitted) |
| | Changes the status of the ability's permission.
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| virtual void | Flip () |
| | Override this to specify what should happen in this ability when the character flips.
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| 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.
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| virtual void | SetInputManager (InputManager newInputManager) |
| | Changes the reference to the input manager with the one set in parameters.
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| virtual void | PlayAbilityStartSfx () |
| | Plays the ability start sound effect.
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| virtual void | PlayAbilityUsedSfx () |
| | Plays the ability used sound effect.
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| virtual void | StopAbilityUsedSfx () |
| | Stops the ability used sound effect.
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| virtual void | PlayAbilityStopSfx () |
| | Plays the ability stop sound effect.
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| virtual void | PlayAbilityStartFeedbacks () |
| | Plays the ability start sound effect.
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| virtual void | StopStartFeedbacks () |
| | Stops the ability used sound effect.
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| virtual void | PlayAbilityStopFeedbacks () |
| | Plays the ability stop sound effect.
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| Transform | DirectionMarker |
| | the object to rotate
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| int | DirectionMarkerID |
| | a unique ID used to reference the marker ability
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| Modes | Mode = Modes.MovementDirection |
| | the selected mode to pick direction on
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| Vector3 | RotationCenterOffset = Vector3.zero |
| | the offset to apply as the center of rotation
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| Vector3 | UpVector = Vector3.up |
| | the axis to consider as up when aiming
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| Vector3 | ForwardVector = Vector3.forward |
| | the axis to consider as forward when aiming
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| bool | PreventXRotation = false |
| | if this is true, the marker won't be able to rotate on its X axis
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| bool | PreventYRotation = false |
| | if this is true, the marker won't be able to rotate on its Y axis
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| bool | PreventZRotation = false |
| | if this is true, the marker won't be able to rotate on its Z axis
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| 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)
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| float | MinimumVelocity = 0f |
| | the minimum bounds of the velocity's magnitude
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| float | MaximumVelocity = 7f |
| | the maximum bounds of the velocity's magnitude
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| float | OffsetRemapMin = 0f |
| | the distance at which to position the marker when at the lowest velocity
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| float | OffsetRemapMax = 1f |
| | the distance at which to position the marker when at the highest velocity
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| bool | DisableBelowThreshold = false |
| | whether or not to disable the marker when the movement magnitude is under a certain threshold
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| float | DisableThreshold = 0.1f |
| | the threshold below which to disable the marker
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| bool | Interpolate = false |
| | whether or not to interpolate the rotation
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| float | InterpolateRate = 5f |
| | the rate at which to interpolate the rotation
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| AudioClip | AbilityStartSfx |
| | the sound fx to play when the ability starts
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| AudioClip | AbilityInProgressSfx |
| | the sound fx to play while the ability is running
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| AudioClip | AbilityStopSfx |
| | the sound fx to play when the ability stops
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| MMFeedbacks | AbilityStartFeedbacks |
| | the feedbacks to play when the ability starts
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| MMFeedbacks | AbilityStopFeedbacks |
| | the feedbacks to play when the ability stops
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| 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
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| 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.
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| 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.
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| 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.
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| AbilityEvent | OnAbilityStart |
| AbilityEvent | OnAbilityStop |
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| override void | Initialization () |
| | On init we store our CharacterHandleWeapon.
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| virtual void | AimMarker () |
| | Rotates the object to match the selected direction.
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| virtual void | AimAt (Vector3 direction) |
| | Rotates the target object, interpolating the rotation if needed.
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| virtual void | ApplyOffset (float rawValue) |
| | Applies an offset if needed.
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| virtual void | GrabWeaponAim () |
| | Caches the weapon aim comp.
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| virtual void | Awake () |
| | On awake we proceed to pre initializing our ability.
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| virtual void | Start () |
| | On Start(), we call the ability's intialization.
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| virtual void | PreInitialization () |
| | A method you can override to have an initialization before the actual initialization.
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| virtual void | BindAnimator () |
| | Binds the animator from the character and initializes the animator parameters.
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| virtual void | InitializeAnimatorParameters () |
| | Adds required animator parameters to the animator parameters list if they exist.
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| virtual void | InternalHandleInput () |
| | Internal method to check if an input manager is present or not.
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| 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.
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| virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
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| virtual void | OnRespawn () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnHit () |
| | Override this to describe what should happen to this ability when the character takes a hit.
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| virtual void | OnEnable () |
| | On enable, we bind our respawn delegate.
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| virtual void | OnDisable () |
| | On disable, we unbind our respawn delegate.
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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)