TopDown Engine
v3.6
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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) More...
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... | |
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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protectedvirtual |
Rotates the target object, interpolating the rotation if needed
direction |
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Rotates the object to match the selected direction
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protectedvirtual |
Applies an offset if needed
rawValue |
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protectedvirtual |
Caches the weapon aim comp
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protectedvirtual |
On init we store our CharacterHandleWeapon
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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On Process, we aim our object
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Transform MoreMountains.TopDownEngine.CharacterDirectionMarker.DirectionMarker |
the object to rotate
int MoreMountains.TopDownEngine.CharacterDirectionMarker.DirectionMarkerID |
a unique ID used to reference the marker ability
bool MoreMountains.TopDownEngine.CharacterDirectionMarker.DisableBelowThreshold = false |
whether or not to disable the marker when the movement magnitude is under a certain threshold
float MoreMountains.TopDownEngine.CharacterDirectionMarker.DisableThreshold = 0.1f |
the threshold below which to disable the marker
Vector3 MoreMountains.TopDownEngine.CharacterDirectionMarker.ForwardVector = Vector3.forward |
the axis to consider as forward when aiming
bool MoreMountains.TopDownEngine.CharacterDirectionMarker.Interpolate = false |
whether or not to interpolate the rotation
float MoreMountains.TopDownEngine.CharacterDirectionMarker.InterpolateRate = 5f |
the rate at which to interpolate the rotation
float MoreMountains.TopDownEngine.CharacterDirectionMarker.MaximumVelocity = 7f |
the maximum bounds of the velocity's magnitude
float MoreMountains.TopDownEngine.CharacterDirectionMarker.MinimumVelocity = 0f |
the minimum bounds of the velocity's magnitude
Modes MoreMountains.TopDownEngine.CharacterDirectionMarker.Mode = Modes.MovementDirection |
the selected mode to pick direction on
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)
float MoreMountains.TopDownEngine.CharacterDirectionMarker.OffsetRemapMax = 1f |
the distance at which to position the marker when at the highest velocity
float MoreMountains.TopDownEngine.CharacterDirectionMarker.OffsetRemapMin = 0f |
the distance at which to position the marker when at the lowest velocity
bool MoreMountains.TopDownEngine.CharacterDirectionMarker.PreventXRotation = false |
if this is true, the marker won't be able to rotate on its X axis
bool MoreMountains.TopDownEngine.CharacterDirectionMarker.PreventYRotation = false |
if this is true, the marker won't be able to rotate on its Y axis
bool MoreMountains.TopDownEngine.CharacterDirectionMarker.PreventZRotation = false |
if this is true, the marker won't be able to rotate on its Z axis
Vector3 MoreMountains.TopDownEngine.CharacterDirectionMarker.RotationCenterOffset = Vector3.zero |
the offset to apply as the center of rotation
Vector3 MoreMountains.TopDownEngine.CharacterDirectionMarker.UpVector = Vector3.up |
the axis to consider as up when aiming