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

Add this ability to a Character to have it move on a grid. This will require a GridManager be present in your scene DO NOT use that component and a CharacterMovement component on the same character. More...

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

Public Types

enum  GridDirections {
  GridDirections.None, GridDirections.Up, GridDirections.Down, GridDirections.Left,
  GridDirections.Right
}
 the possible directions on the grid More...
 
enum  InputModes { InputModes.InputManager, InputModes.Script }
 the possible input modes More...
 
enum  DimensionModes { DimensionModes.TwoD, DimensionModes.ThreeD }
 the possible modes More...
 

Public Member Functions

virtual void SetMovement (Vector2 newMovement)
 A public method used to set the character's direction (only in Script InputMode) More...
 
virtual void LeftOneCell ()
 Moves the character one cell to the left More...
 
virtual void RightOneCell ()
 Moves the character one cell to the right More...
 
virtual void UpOneCell ()
 Moves the character one cell up More...
 
virtual void DownOneCell ()
 Moves the character one cell down More...
 
virtual void Left ()
 Sets script movement to left More...
 
virtual void Right ()
 Sets script movement to right More...
 
virtual void Up ()
 Sets script movement to up More...
 
virtual void Down ()
 Sets script movement to down More...
 
virtual void StopMovement ()
 Stops script movement More...
 
virtual void SetCurrentWorldPositionAsNewPosition ()
 
override void ProcessAbility ()
 The second of the 3 passes you can have in your ability. Think of it as Update() More...
 
virtual void Stop (GridDirections direction)
 Stops the character and has it face the specified direction More...
 
override void UpdateAnimator ()
 Sends the current speed and the current value of the Walking state to the 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

float MaximumSpeed = 8
 the maximum speed of the character More...
 
float Acceleration = 5
 the acceleration of the character More...
 
float CurrentSpeed
 the current speed at which the character is going More...
 
float MaximumSpeedMultiplier = 1f
 a multiplier to apply to the maximum speed More...
 
float AccelerationMultiplier = 1f
 a multiplier to apply to the acceleration, letting you modify it safely from outside More...
 
InputModes InputMode = InputModes.InputManager
 whether to use the input manager or a script to feed the inputs More...
 
bool UseInputBuffer = true
 whether or not input should be buffered (to anticipate the next turn) More...
 
int BufferSize = 2
 the size of the input buffer (in grid units) More...
 
bool FastDirectionChanges = true
 whether or not the agent can perform fast direction changes such as U turns More...
 
float IdleThreshold = 0.05f
 the speed threshold after which the character is not considered idle anymore More...
 
bool NormalizedInput = false
 if this is true, movement values will be normalized - prefer checking this when using mobile controls More...
 
Vector3 ObstacleDetectionOffset = new Vector3(0f, 0.5f, 0f)
 the offset to apply when detecting obstacles More...
 
bool PerfectTile
 this is true everytime a character is at the exact position of a tile More...
 
Vector3Int CurrentCellCoordinates
 the coordinates of the cell this character currently occupies More...
 
DimensionModes DimensionMode = DimensionModes.TwoD
 whether this character is in 2D or 3D. This gets automatically computed at start More...
 
bool LeftButton
 
bool RightButton
 
bool UpButton
 
bool DownButton
 
bool StopButton
 
bool LeftOneCellButton
 
bool RightOneCellButton
 
bool UpOneCellButton
 
bool DownOneCellButton
 
- 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

virtual IEnumerator OneCell (Vector2 direction)
 An internal coroutine used to move the character one cell in the specified direction More...
 
override void Initialization ()
 On Initialization, we set our movement speed to WalkSpeed. More...
 
virtual void RegisterFirstPosition ()
 Registers the first position to the GridManager More...
 
override void HandleInput ()
 Grabs horizontal and vertical input and stores them More...
 
virtual void DetermineInputDirection ()
 Based on press times, determines the input direction More...
 
virtual void ApplyAcceleration ()
 Modifies the current speed based on the acceleration More...
 
virtual void HandleMovement ()
 Moves the character on the grid More...
 
virtual void ProcessBuffer ()
 Processes buffered input More...
 
virtual void DetermineEndPosition ()
 Determines the end position based on the current direction More...
 
Vector3 DimensionClamp (Vector3 newPosition)
 
virtual Vector3Int ConvertDirectionToVector3Int (GridDirections direction)
 Converts a GridDirection to a Vector3 based on the current D More...
 
virtual GridDirections GetInverseDirection (GridDirections direction)
 Returns the opposite direction of a GridDirection More...
 
virtual void HandleState ()
 
override void OnDeath ()
 On death we free our last occupied cell More...
 
override void OnRespawn ()
 On Respawn we force a reinitialization 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 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

GridDirections _inputDirection
 
GridDirections _currentDirection = GridDirections.Up
 
GridDirections _bufferedDirection
 
bool _movementInterruptionBuffered = false
 
bool _perfectTile = false
 
Vector3 _inputMovement
 
Vector3 _endWorldPosition
 
bool _movingToNextGridUnit = false
 
bool _stopBuffered = false
 
int _lastBufferInGridUnits
 
bool _agentMoving
 
GridDirections _newDirection
 
float _horizontalMovement
 
float _verticalMovement
 
Vector3Int _lastOccupiedCellCoordinates
 
int _speedAnimationParameter
 
int _walkingAnimationParameter
 
int _idleAnimationParameter
 
bool _firstPositionRegistered = false
 
Vector3Int _newCellCoordinates = Vector3Int.zero
 
Vector3 _lastCurrentDirection
 
bool _leftPressedLastFrame = false
 
bool _rightPressedLastFrame = false
 
bool _downPressedLastFrame = false
 
bool _upPressedLastFrame = false
 
- 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 _speedAnimationParameterName = "Speed"
 
const string _walkingAnimationParameterName = "Walking"
 
const string _idleAnimationParameterName = "Idle"
 

Properties

virtual Vector3Int CurrentGridPosition [get, protected set]
 the position of the object on the grid More...
 
virtual Vector3Int TargetGridPosition [get, protected set]
 the position the object will be at when it reaches its next perfect tile More...
 
- 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 to have it move on a grid. This will require a GridManager be present in your scene DO NOT use that component and a CharacterMovement component on the same character.

Member Enumeration Documentation

◆ DimensionModes

the possible modes

Enumerator
TwoD 
ThreeD 

◆ GridDirections

the possible directions on the grid

Enumerator
None 
Up 
Down 
Left 
Right 

◆ InputModes

the possible input modes

Enumerator
InputManager 
Script 

Member Function Documentation

◆ ApplyAcceleration()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.ApplyAcceleration ( )
protectedvirtual

Modifies the current speed based on the acceleration

◆ ConvertDirectionToVector3Int()

virtual Vector3Int MoreMountains.TopDownEngine.CharacterGridMovement.ConvertDirectionToVector3Int ( GridDirections  direction)
protectedvirtual

Converts a GridDirection to a Vector3 based on the current D

Parameters
direction
Returns

◆ DetermineEndPosition()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.DetermineEndPosition ( )
protectedvirtual

Determines the end position based on the current direction

◆ DetermineInputDirection()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.DetermineInputDirection ( )
protectedvirtual

Based on press times, determines the input direction

◆ DimensionClamp()

Vector3 MoreMountains.TopDownEngine.CharacterGridMovement.DimensionClamp ( Vector3  newPosition)
protected

◆ Down()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.Down ( )
virtual

Sets script movement to down

◆ DownOneCell()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.DownOneCell ( )
virtual

Moves the character one cell down

◆ GetInverseDirection()

virtual GridDirections MoreMountains.TopDownEngine.CharacterGridMovement.GetInverseDirection ( GridDirections  direction)
protectedvirtual

Returns the opposite direction of a GridDirection

Parameters
direction
Returns

◆ HandleInput()

override void MoreMountains.TopDownEngine.CharacterGridMovement.HandleInput ( )
protectedvirtual

Grabs horizontal and vertical input and stores them

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ HandleMovement()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.HandleMovement ( )
protectedvirtual

Moves the character on the grid

◆ HandleState()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.HandleState ( )
protectedvirtual

◆ Initialization()

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

On Initialization, we set our movement speed to WalkSpeed.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.TopDownEngine.CharacterGridMovement.InitializeAnimatorParameters ( )
protectedvirtual

Adds required animator parameters to the animator parameters list if they exist

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ Left()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.Left ( )
virtual

Sets script movement to left

◆ LeftOneCell()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.LeftOneCell ( )
virtual

Moves the character one cell to the left

◆ OnDeath()

override void MoreMountains.TopDownEngine.CharacterGridMovement.OnDeath ( )
protectedvirtual

On death we free our last occupied cell

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ OneCell()

virtual IEnumerator MoreMountains.TopDownEngine.CharacterGridMovement.OneCell ( Vector2  direction)
protectedvirtual

An internal coroutine used to move the character one cell in the specified direction

Parameters
direction
Returns

◆ OnRespawn()

override void MoreMountains.TopDownEngine.CharacterGridMovement.OnRespawn ( )
protectedvirtual

On Respawn we force a reinitialization

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessAbility()

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

The second of the 3 passes you can have in your ability. Think of it as Update()

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessBuffer()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.ProcessBuffer ( )
protectedvirtual

Processes buffered input

◆ RegisterFirstPosition()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.RegisterFirstPosition ( )
protectedvirtual

Registers the first position to the GridManager

◆ Right()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.Right ( )
virtual

Sets script movement to right

◆ RightOneCell()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.RightOneCell ( )
virtual

Moves the character one cell to the right

◆ SetCurrentWorldPositionAsNewPosition()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.SetCurrentWorldPositionAsNewPosition ( )
virtual

◆ SetMovement()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.SetMovement ( Vector2  newMovement)
virtual

A public method used to set the character's direction (only in Script InputMode)

Parameters
newMovement

◆ Stop()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.Stop ( GridDirections  direction)
virtual

Stops the character and has it face the specified direction

Parameters
direction

◆ StopMovement()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.StopMovement ( )
virtual

Stops script movement

◆ Up()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.Up ( )
virtual

Sets script movement to up

◆ UpdateAnimator()

override void MoreMountains.TopDownEngine.CharacterGridMovement.UpdateAnimator ( )
virtual

Sends the current speed and the current value of the Walking state to the animator

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ UpOneCell()

virtual void MoreMountains.TopDownEngine.CharacterGridMovement.UpOneCell ( )
virtual

Moves the character one cell up

Member Data Documentation

◆ _agentMoving

bool MoreMountains.TopDownEngine.CharacterGridMovement._agentMoving
protected

◆ _bufferedDirection

GridDirections MoreMountains.TopDownEngine.CharacterGridMovement._bufferedDirection
protected

◆ _currentDirection

GridDirections MoreMountains.TopDownEngine.CharacterGridMovement._currentDirection = GridDirections.Up
protected

◆ _downPressedLastFrame

bool MoreMountains.TopDownEngine.CharacterGridMovement._downPressedLastFrame = false
protected

◆ _endWorldPosition

Vector3 MoreMountains.TopDownEngine.CharacterGridMovement._endWorldPosition
protected

◆ _firstPositionRegistered

bool MoreMountains.TopDownEngine.CharacterGridMovement._firstPositionRegistered = false
protected

◆ _horizontalMovement

float MoreMountains.TopDownEngine.CharacterGridMovement._horizontalMovement
protected

◆ _idleAnimationParameter

int MoreMountains.TopDownEngine.CharacterGridMovement._idleAnimationParameter
protected

◆ _idleAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterGridMovement._idleAnimationParameterName = "Idle"
staticprotected

◆ _inputDirection

GridDirections MoreMountains.TopDownEngine.CharacterGridMovement._inputDirection
protected

◆ _inputMovement

Vector3 MoreMountains.TopDownEngine.CharacterGridMovement._inputMovement
protected

◆ _lastBufferInGridUnits

int MoreMountains.TopDownEngine.CharacterGridMovement._lastBufferInGridUnits
protected

◆ _lastCurrentDirection

Vector3 MoreMountains.TopDownEngine.CharacterGridMovement._lastCurrentDirection
protected

◆ _lastOccupiedCellCoordinates

Vector3Int MoreMountains.TopDownEngine.CharacterGridMovement._lastOccupiedCellCoordinates
protected

◆ _leftPressedLastFrame

bool MoreMountains.TopDownEngine.CharacterGridMovement._leftPressedLastFrame = false
protected

◆ _movementInterruptionBuffered

bool MoreMountains.TopDownEngine.CharacterGridMovement._movementInterruptionBuffered = false
protected

◆ _movingToNextGridUnit

bool MoreMountains.TopDownEngine.CharacterGridMovement._movingToNextGridUnit = false
protected

◆ _newCellCoordinates

Vector3Int MoreMountains.TopDownEngine.CharacterGridMovement._newCellCoordinates = Vector3Int.zero
protected

◆ _newDirection

GridDirections MoreMountains.TopDownEngine.CharacterGridMovement._newDirection
protected

◆ _perfectTile

bool MoreMountains.TopDownEngine.CharacterGridMovement._perfectTile = false
protected

◆ _rightPressedLastFrame

bool MoreMountains.TopDownEngine.CharacterGridMovement._rightPressedLastFrame = false
protected

◆ _speedAnimationParameter

int MoreMountains.TopDownEngine.CharacterGridMovement._speedAnimationParameter
protected

◆ _speedAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterGridMovement._speedAnimationParameterName = "Speed"
staticprotected

◆ _stopBuffered

bool MoreMountains.TopDownEngine.CharacterGridMovement._stopBuffered = false
protected

◆ _upPressedLastFrame

bool MoreMountains.TopDownEngine.CharacterGridMovement._upPressedLastFrame = false
protected

◆ _verticalMovement

float MoreMountains.TopDownEngine.CharacterGridMovement._verticalMovement
protected

◆ _walkingAnimationParameter

int MoreMountains.TopDownEngine.CharacterGridMovement._walkingAnimationParameter
protected

◆ _walkingAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterGridMovement._walkingAnimationParameterName = "Walking"
staticprotected

◆ Acceleration

float MoreMountains.TopDownEngine.CharacterGridMovement.Acceleration = 5

the acceleration of the character

◆ AccelerationMultiplier

float MoreMountains.TopDownEngine.CharacterGridMovement.AccelerationMultiplier = 1f

a multiplier to apply to the acceleration, letting you modify it safely from outside

◆ BufferSize

int MoreMountains.TopDownEngine.CharacterGridMovement.BufferSize = 2

the size of the input buffer (in grid units)

◆ CurrentCellCoordinates

Vector3Int MoreMountains.TopDownEngine.CharacterGridMovement.CurrentCellCoordinates

the coordinates of the cell this character currently occupies

◆ CurrentSpeed

float MoreMountains.TopDownEngine.CharacterGridMovement.CurrentSpeed

the current speed at which the character is going

◆ DimensionMode

DimensionModes MoreMountains.TopDownEngine.CharacterGridMovement.DimensionMode = DimensionModes.TwoD

whether this character is in 2D or 3D. This gets automatically computed at start

◆ DownButton

bool MoreMountains.TopDownEngine.CharacterGridMovement.DownButton

◆ DownOneCellButton

bool MoreMountains.TopDownEngine.CharacterGridMovement.DownOneCellButton

◆ FastDirectionChanges

bool MoreMountains.TopDownEngine.CharacterGridMovement.FastDirectionChanges = true

whether or not the agent can perform fast direction changes such as U turns

◆ IdleThreshold

float MoreMountains.TopDownEngine.CharacterGridMovement.IdleThreshold = 0.05f

the speed threshold after which the character is not considered idle anymore

◆ InputMode

InputModes MoreMountains.TopDownEngine.CharacterGridMovement.InputMode = InputModes.InputManager

whether to use the input manager or a script to feed the inputs

◆ LeftButton

bool MoreMountains.TopDownEngine.CharacterGridMovement.LeftButton

◆ LeftOneCellButton

bool MoreMountains.TopDownEngine.CharacterGridMovement.LeftOneCellButton

◆ MaximumSpeed

float MoreMountains.TopDownEngine.CharacterGridMovement.MaximumSpeed = 8

the maximum speed of the character

◆ MaximumSpeedMultiplier

float MoreMountains.TopDownEngine.CharacterGridMovement.MaximumSpeedMultiplier = 1f

a multiplier to apply to the maximum speed

◆ NormalizedInput

bool MoreMountains.TopDownEngine.CharacterGridMovement.NormalizedInput = false

if this is true, movement values will be normalized - prefer checking this when using mobile controls

◆ ObstacleDetectionOffset

Vector3 MoreMountains.TopDownEngine.CharacterGridMovement.ObstacleDetectionOffset = new Vector3(0f, 0.5f, 0f)

the offset to apply when detecting obstacles

◆ PerfectTile

bool MoreMountains.TopDownEngine.CharacterGridMovement.PerfectTile

this is true everytime a character is at the exact position of a tile

◆ RightButton

bool MoreMountains.TopDownEngine.CharacterGridMovement.RightButton

◆ RightOneCellButton

bool MoreMountains.TopDownEngine.CharacterGridMovement.RightOneCellButton

◆ StopButton

bool MoreMountains.TopDownEngine.CharacterGridMovement.StopButton

◆ UpButton

bool MoreMountains.TopDownEngine.CharacterGridMovement.UpButton

◆ UpOneCellButton

bool MoreMountains.TopDownEngine.CharacterGridMovement.UpOneCellButton

◆ UseInputBuffer

bool MoreMountains.TopDownEngine.CharacterGridMovement.UseInputBuffer = true

whether or not input should be buffered (to anticipate the next turn)

Property Documentation

◆ CurrentGridPosition

virtual Vector3Int MoreMountains.TopDownEngine.CharacterGridMovement.CurrentGridPosition
getprotected set

the position of the object on the grid

◆ TargetGridPosition

virtual Vector3Int MoreMountains.TopDownEngine.CharacterGridMovement.TargetGridPosition
getprotected set

the position the object will be at when it reaches its next perfect tile


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