TopDown Engine v4.5
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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 { MovementDirection , AimDirection , None }
 the possible modes rotation can be based on More...

Public Member Functions

override void ProcessAbility ()
 On Process, we aim our object.
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 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().
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

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

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

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: