Add this component to a character and it'll be able to control an inventory Animator parameters : none.
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| override void | ProcessAbility () |
| | The second of the 3 passes you can have in your ability. Think of it as Update()
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| virtual void | EquipWeapon (string weaponID) |
| | Equips the weapon with the name passed in parameters.
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| virtual void | OnMMEvent (MMInventoryEvent inventoryEvent) |
| | Watches for InventoryLoaded events When an inventory gets loaded, if it's our WeaponInventory, we check if there's already a weapon equipped, and if yes, we equip it.
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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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| void | OnMMEvent (T eventType) |
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| string | PlayerID = "Player1" |
| | the unique ID of this player as far as the InventoryEngine is concerned. This has to match all its Inventory and InventoryEngine UI components' PlayerID for that player. If you're not going for multiplayer here, just leave Player1.
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| string | MainInventoryName |
| | the name of the main inventory for this character
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| string | WeaponInventoryName |
| | the name of the inventory where this character stores weapons
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| string | HotbarInventoryName |
| | the name of the hotbar inventory for this character
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| Transform | InventoryTransform |
| | a transform to pass to the inventories, will be passed to the inventories and used as reference for drops. If left empty, this.transform will be used.
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| WeaponRotationModes | WeaponRotationMode = WeaponRotationModes.Normal |
| | the rotation mode for weapons : Normal will cycle through all weapons, AddEmptySlot will return to empty hands, AddOriginalWeapon will cycle back to the original weapon
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| AutoPickItem[] | AutoPickItems |
| | a list of items to automatically add to this Character's inventories on start
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| bool | AutoPickOnlyIfMainInventoryIsEmpty |
| | if this is true, auto pick items will only be added if the main inventory is empty
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| InventoryWeapon | AutoEquipWeaponOnStart |
| | a weapon to auto equip on start
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| bool | AutoEquipOnlyIfMainInventoryIsEmpty |
| | if this is true, auto equip will only occur if the main inventory is empty
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| bool | AutoEquipOnlyIfEquipmentInventoryIsEmpty |
| | if this is true, auto equip will only occur if the equipment inventory is empty
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| bool | AutoEquipOnRespawn = true |
| | if this is true, auto equip will also happen on respawn
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| CharacterHandleWeapon | CharacterHandleWeapon |
| | the target handle weapon ability - if left empty, will pick the first one it finds
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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 setup our ability.
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| virtual void | Setup () |
| | Grabs all inventories, and fills weapon lists.
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| virtual void | AutoEquipWeapon () |
| virtual void | GrabInventories () |
| | Grabs any inventory it can find that matches the names set in the inspector.
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| override void | HandleInput () |
| | On handle input, we watch for the switch weapon button, and switch weapon if needed.
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| virtual void | FillAvailableWeaponsLists () |
| | Fills the weapon list. The weapon list will be used to determine what weapon we can switch to.
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| virtual void | DetermineNextWeaponName () |
| | Determines the name of the next weapon in line.
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| virtual void | SwitchWeapon () |
| | Switches to the next weapon in line.
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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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| override void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
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| override void | OnEnable () |
| | On enable, we start listening for MMGameEvents. You may want to extend that to listen to other types of events.
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| override void | OnDisable () |
| | On disable, we stop listening for MMGameEvents. You may want to extend that to stop listening to other types of events.
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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 | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
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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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Add this component to a character and it'll be able to control an inventory Animator parameters : none.