Add this class to a character so it can use weapons Note that this component will trigger animations (if their parameter is present in the Animator), based on the current weapon's Animations Animator parameters : defined from the Weapon's inspector.
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| override void | HandleInput () |
| | Gets input and triggers methods based on what's been pressed.
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| Protected Member Functions inherited from MoreMountains.TopDownEngine.CharacterHandleWeapon |
| override void | PreInitialization () |
| | Sets the weapon attachment.
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| override void | Initialization () |
| | Gets and stores components for further use.
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| virtual void | HandleCharacterState () |
| | Checks character state and stops shooting if not in normal state.
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| virtual void | HandleFeedbacks () |
| | Triggers the weapon used feedback if needed.
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| override void | HandleInput () |
| | Gets input and triggers methods based on what's been pressed.
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| virtual void | HandleBuffer () |
| | Triggers an attack if the weapon is idle and an input has been buffered.
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| virtual void | ExtendBuffer () |
| | Extends the duration of the buffer if needed.
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| virtual void | InstantiateWeapon (Weapon newWeapon, string weaponID, bool combo=false) |
| | Instantiates the specified weapon.
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| virtual void | HandleWeaponAim () |
| | Applies aim if possible.
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| virtual void | HandleWeaponIK () |
| | Sets IK handles if needed.
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| virtual void | HandleWeaponModel (Weapon newWeapon, string weaponID, bool combo=false, Weapon weapon=null) |
| override void | InitializeAnimatorParameters () |
| | Adds required animator parameters to the animator parameters list if they exist.
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| override void | OnHit () |
| | Override this to describe what should happen to this ability when the character takes a hit.
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| override void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
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| override void | OnRespawn () |
| | Override this to describe what should happen to this ability when the character respawns.
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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 | BindAnimator () |
| | Binds the animator from the character and initializes the animator parameters.
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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 | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
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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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| Public Member Functions inherited from MoreMountains.TopDownEngine.CharacterHandleWeapon |
| override string | HelpBoxText () |
| | This method is only used to display a helpbox text at the beginning of the ability's inspector.
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| delegate void | OnWeaponChangeDelegate () |
| virtual void | Setup () |
| | Grabs various components and inits stuff.
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| override void | ProcessAbility () |
| | Every frame we check if it's needed to update the ammo display.
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| virtual void | ShootStart () |
| | Causes the character to start shooting.
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| virtual void | ShootStop () |
| | Causes the character to stop shooting.
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| virtual void | ForceStop () |
| | Forces the weapon to stop.
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| virtual void | Reload () |
| | Reloads the weapon.
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| virtual void | ChangeWeapon (Weapon newWeapon, string weaponID, bool combo=false) |
| | Changes the character's current weapon to the one passed as a parameter.
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| override void | Flip () |
| | Flips the current weapon if needed.
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| virtual void | UpdateAmmoDisplay () |
| | Updates the ammo display bar and text.
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| override 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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| delegate void | AbilityEvent () |
| 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 | PermitAbility (bool abilityPermitted) |
| | Changes the status of the ability's permission.
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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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| Public Attributes inherited from MoreMountains.TopDownEngine.CharacterHandleWeapon |
| Weapon | InitialWeapon |
| | the initial weapon owned by the character
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| bool | CanPickupWeapons = true |
| | if this is set to true, the character can pick up PickableWeapons
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| MMFeedbacks | WeaponUseFeedback |
| | a feedback that gets triggered at the character level everytime the weapon is used
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| Transform | WeaponAttachment |
| | the position the weapon will be attached to. If left blank, will be this.transform.
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| Transform | ProjectileSpawn |
| | the position from which projectiles will be spawned (can be safely left empty)
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| bool | AutomaticallyBindAnimator = true |
| | if this is true this animator will be automatically bound to the weapon
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| int | AmmoDisplayID = 0 |
| | the ID of the AmmoDisplay this ability should update
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| bool | AutoIK = true |
| | if this is true, IK will be automatically setup if possible
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| bool | ContinuousPress = false |
| | if this is true you won't have to release your fire button to auto reload
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| bool | GettingHitInterruptsAttack = false |
| | whether or not this character getting hit should interrupt its attack (will only work if the weapon is marked as interruptable)
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| bool | UseSecondaryAxisThresholdToShoot = false |
| | whether or not pushing the secondary axis above its threshold should cause the weapon to shoot
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| bool | ForceWeaponAimControl = false |
| | if this is true, the ForcedWeaponAimControl mode will be applied to all weapons equipped by this character
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| WeaponAim.AimControls | ForcedWeaponAimControl = WeaponAim.AimControls.PrimaryMovement |
| | if ForceWeaponAimControl is true, the AimControls mode to apply to all weapons equipped by this character
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| bool | ForceAlwaysShoot = false |
| | if this is true, the character will continuously fire its weapon
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| bool | BufferInput |
| | whether or not attack input should be buffered, letting you prepare an attack while another is being performed, making it easier to chain them
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| bool | NewInputExtendsBuffer |
| | if this is true, every new input will prolong the buffer
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| float | MaximumBufferDuration = 0.25f |
| | the maximum duration for the buffer, in seconds
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| bool | RequiresPerfectTile = false |
| | if this is true, and if this character is using GridMovement, then input will only be triggered when on a perfect tile
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| Weapon | CurrentWeapon |
| | the weapon currently equipped by the Character
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| OnWeaponChangeDelegate | OnWeaponChange |
| | a delegate you can hook to, to be notified of weapon changes
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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 |
| Protected Attributes inherited from MoreMountains.TopDownEngine.CharacterHandleWeapon |
| float | _fireTimer = 0f |
| float | _secondaryHorizontalMovement |
| float | _secondaryVerticalMovement |
| WeaponAim | _weaponAim |
| ProjectileWeapon | _projectileWeapon |
| WeaponIK | _weaponIK |
| Transform | _leftHandTarget = null |
| Transform | _rightHandTarget = null |
| float | _bufferEndsAt = 0f |
| bool | _buffering = false |
| int | _weaponEquippedAnimationParameter |
| int | _weaponEquippedIDAnimationParameter |
| CharacterGridMovement | _characterGridMovement |
| List< WeaponModel > | _weaponModels |
| 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 inherited from MoreMountains.TopDownEngine.CharacterHandleWeapon |
| const string | _weaponEquippedAnimationParameterName = "WeaponEquipped" |
| const string | _weaponEquippedIDAnimationParameterName = "WeaponEquippedID" |
Add this class to a character so it can use weapons Note that this component will trigger animations (if their parameter is present in the Animator), based on the current weapon's Animations Animator parameters : defined from the Weapon's inspector.