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

Add this component to a character and it'll be able to control an inventory Animator parameters : none More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterInventory:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.Tools.MMEventListener< MMInventoryEvent > MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Types

enum  WeaponRotationModes { WeaponRotationModes.Normal, WeaponRotationModes.AddEmptySlot, WeaponRotationModes.AddInitialWeapon }
 

Public Member Functions

override void ProcessAbility ()
 The second of the 3 passes you can have in your ability. Think of it as Update() More...
 
virtual void EquipWeapon (string weaponID)
 Equips the weapon with the name passed in parameters More...
 
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 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 Member Functions inherited from MoreMountains.Tools.MMEventListener< MMInventoryEvent >
void OnMMEvent (T eventType)
 

Public Attributes

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. More...
 
string MainInventoryName
 the name of the main inventory for this character More...
 
string WeaponInventoryName
 the name of the inventory where this character stores weapons More...
 
string HotbarInventoryName
 the name of the hotbar inventory for this character More...
 
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. More...
 
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 More...
 
AutoPickItem[] AutoPickItems
 a list of items to automatically add to this Character's inventories on start More...
 
bool AutoPickOnlyIfMainInventoryIsEmpty
 if this is true, auto pick items will only be added if the main inventory is empty More...
 
InventoryWeapon AutoEquipWeaponOnStart
 a weapon to auto equip on start More...
 
bool AutoEquipOnlyIfMainInventoryIsEmpty
 if this is true, auto equip will only occur if the main inventory is empty More...
 
bool AutoEquipOnlyIfEquipmentInventoryIsEmpty
 if this is true, auto equip will only occur if the equipment inventory is empty More...
 
bool AutoEquipOnRespawn = true
 if this is true, auto equip will also happen on respawn More...
 
CharacterHandleWeapon CharacterHandleWeapon
 the target handle weapon ability - if left empty, will pick the first one it finds More...
 
virtual List< string > AvailableWeaponsIDs => _availableWeaponsIDs
 
- 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 setup our ability More...
 
virtual void Setup ()
 Grabs all inventories, and fills weapon lists More...
 
virtual void AutoEquipWeapon ()
 
virtual void GrabInventories ()
 Grabs any inventory it can find that matches the names set in the inspector More...
 
override void HandleInput ()
 On handle input, we watch for the switch weapon button, and switch weapon if needed More...
 
virtual void FillAvailableWeaponsLists ()
 Fills the weapon list. The weapon list will be used to determine what weapon we can switch to More...
 
virtual void DetermineNextWeaponName ()
 Determines the name of the next weapon in line More...
 
virtual void SwitchWeapon ()
 Switches to the next weapon in line More...
 
override void OnRespawn ()
 Override this to describe what should happen to this ability when the character respawns More...
 
override void OnDeath ()
 Override this to describe what should happen to this ability when the character respawns More...
 
override void OnEnable ()
 On enable, we start listening for MMGameEvents. You may want to extend that to listen to other types of events. More...
 
override void OnDisable ()
 On disable, we stop listening for MMGameEvents. You may want to extend that to stop listening to other types of events. 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 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...
 

Protected Attributes

List< int > _availableWeapons
 
List< string > _availableWeaponsIDs
 
string _nextWeaponID
 
bool _nextFrameWeapon = false
 
string _nextFrameWeaponName
 
bool _initialized = false
 
int _initializedFrame = -1
 
- 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 _emptySlotWeaponName = "_EmptySlotWeaponName"
 
const string _initialSlotWeaponName = "_InitialSlotWeaponName"
 

Properties

virtual Inventory MainInventory [get, set]
 
virtual Inventory WeaponInventory [get, set]
 
virtual Inventory HotbarInventory [get, set]
 
- 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 component to a character and it'll be able to control an inventory Animator parameters : none

Member Enumeration Documentation

◆ WeaponRotationModes

Enumerator
Normal 
AddEmptySlot 
AddInitialWeapon 

Member Function Documentation

◆ AutoEquipWeapon()

virtual void MoreMountains.TopDownEngine.CharacterInventory.AutoEquipWeapon ( )
protectedvirtual

◆ DetermineNextWeaponName()

virtual void MoreMountains.TopDownEngine.CharacterInventory.DetermineNextWeaponName ( )
protectedvirtual

Determines the name of the next weapon in line

◆ EquipWeapon()

virtual void MoreMountains.TopDownEngine.CharacterInventory.EquipWeapon ( string  weaponID)
virtual

Equips the weapon with the name passed in parameters

Parameters
weaponID

◆ FillAvailableWeaponsLists()

virtual void MoreMountains.TopDownEngine.CharacterInventory.FillAvailableWeaponsLists ( )
protectedvirtual

Fills the weapon list. The weapon list will be used to determine what weapon we can switch to

◆ GrabInventories()

virtual void MoreMountains.TopDownEngine.CharacterInventory.GrabInventories ( )
protectedvirtual

Grabs any inventory it can find that matches the names set in the inspector

◆ HandleInput()

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

On handle input, we watch for the switch weapon button, and switch weapon if needed

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ Initialization()

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

On init we setup our ability

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ OnDeath()

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

Override this to describe what should happen to this ability when the character respawns

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ OnDisable()

override void MoreMountains.TopDownEngine.CharacterInventory.OnDisable ( )
protectedvirtual

On disable, we stop listening for MMGameEvents. You may want to extend that to stop listening to other types of events.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ OnEnable()

override void MoreMountains.TopDownEngine.CharacterInventory.OnEnable ( )
protectedvirtual

On enable, we start listening for MMGameEvents. You may want to extend that to listen to other types of events.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ OnMMEvent()

virtual void MoreMountains.TopDownEngine.CharacterInventory.OnMMEvent ( MMInventoryEvent  inventoryEvent)
virtual

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

Parameters
inventoryEventInventory event.

◆ OnRespawn()

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

Override this to describe what should happen to this ability when the character respawns

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessAbility()

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

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

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ Setup()

virtual void MoreMountains.TopDownEngine.CharacterInventory.Setup ( )
protectedvirtual

Grabs all inventories, and fills weapon lists

◆ SwitchWeapon()

virtual void MoreMountains.TopDownEngine.CharacterInventory.SwitchWeapon ( )
protectedvirtual

Switches to the next weapon in line

Member Data Documentation

◆ _availableWeapons

List<int> MoreMountains.TopDownEngine.CharacterInventory._availableWeapons
protected

◆ _availableWeaponsIDs

List<string> MoreMountains.TopDownEngine.CharacterInventory._availableWeaponsIDs
protected

◆ _emptySlotWeaponName

const string MoreMountains.TopDownEngine.CharacterInventory._emptySlotWeaponName = "_EmptySlotWeaponName"
staticprotected

◆ _initialized

bool MoreMountains.TopDownEngine.CharacterInventory._initialized = false
protected

◆ _initializedFrame

int MoreMountains.TopDownEngine.CharacterInventory._initializedFrame = -1
protected

◆ _initialSlotWeaponName

const string MoreMountains.TopDownEngine.CharacterInventory._initialSlotWeaponName = "_InitialSlotWeaponName"
staticprotected

◆ _nextFrameWeapon

bool MoreMountains.TopDownEngine.CharacterInventory._nextFrameWeapon = false
protected

◆ _nextFrameWeaponName

string MoreMountains.TopDownEngine.CharacterInventory._nextFrameWeaponName
protected

◆ _nextWeaponID

string MoreMountains.TopDownEngine.CharacterInventory._nextWeaponID
protected

◆ AutoEquipOnlyIfEquipmentInventoryIsEmpty

bool MoreMountains.TopDownEngine.CharacterInventory.AutoEquipOnlyIfEquipmentInventoryIsEmpty

if this is true, auto equip will only occur if the equipment inventory is empty

◆ AutoEquipOnlyIfMainInventoryIsEmpty

bool MoreMountains.TopDownEngine.CharacterInventory.AutoEquipOnlyIfMainInventoryIsEmpty

if this is true, auto equip will only occur if the main inventory is empty

◆ AutoEquipOnRespawn

bool MoreMountains.TopDownEngine.CharacterInventory.AutoEquipOnRespawn = true

if this is true, auto equip will also happen on respawn

◆ AutoEquipWeaponOnStart

InventoryWeapon MoreMountains.TopDownEngine.CharacterInventory.AutoEquipWeaponOnStart

a weapon to auto equip on start

◆ AutoPickItems

AutoPickItem [] MoreMountains.TopDownEngine.CharacterInventory.AutoPickItems

a list of items to automatically add to this Character's inventories on start

◆ AutoPickOnlyIfMainInventoryIsEmpty

bool MoreMountains.TopDownEngine.CharacterInventory.AutoPickOnlyIfMainInventoryIsEmpty

if this is true, auto pick items will only be added if the main inventory is empty

◆ AvailableWeaponsIDs

virtual List<string> MoreMountains.TopDownEngine.CharacterInventory.AvailableWeaponsIDs => _availableWeaponsIDs

◆ CharacterHandleWeapon

CharacterHandleWeapon MoreMountains.TopDownEngine.CharacterInventory.CharacterHandleWeapon

the target handle weapon ability - if left empty, will pick the first one it finds

◆ HotbarInventoryName

string MoreMountains.TopDownEngine.CharacterInventory.HotbarInventoryName

the name of the hotbar inventory for this character

◆ InventoryTransform

Transform MoreMountains.TopDownEngine.CharacterInventory.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.

◆ MainInventoryName

string MoreMountains.TopDownEngine.CharacterInventory.MainInventoryName

the name of the main inventory for this character

◆ PlayerID

string MoreMountains.TopDownEngine.CharacterInventory.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.

◆ WeaponInventoryName

string MoreMountains.TopDownEngine.CharacterInventory.WeaponInventoryName

the name of the inventory where this character stores weapons

◆ WeaponRotationMode

WeaponRotationModes MoreMountains.TopDownEngine.CharacterInventory.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

Property Documentation

◆ HotbarInventory

virtual Inventory MoreMountains.TopDownEngine.CharacterInventory.HotbarInventory
getset

◆ MainInventory

virtual Inventory MoreMountains.TopDownEngine.CharacterInventory.MainInventory
getset

◆ WeaponInventory

virtual Inventory MoreMountains.TopDownEngine.CharacterInventory.WeaponInventory
getset

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