TopDown Engine v4.5
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MoreMountains.TopDownEngine.CharacterJump2D Class Reference

Add this ability to a character and it'll be able to jump in 2D. This means no actual movement, only the collider turned off and on. Movement will be handled by the animation itself. More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterJump2D:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Member Functions

override void ProcessAbility ()
 On process ability, we stop the jump if needed.
virtual void JumpStart ()
 Starts a jump.
virtual void JumpStop ()
 Stops the jump.
override void UpdateAnimator ()
 At the end of each cycle, sends Jumping states to the Character's animator.
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.
virtual void ForceInitialization ()
 Call this any time you want to force this ability to initialize (again)
virtual void ResetInput ()
 Resets all input for this ability. Can be overridden for ability specific directives.
virtual void EarlyProcessAbility ()
 The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed.
virtual void LateProcessAbility ()
 The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
virtual void PermitAbility (bool abilityPermitted)
 Changes the status of the ability's permission.
virtual void Flip ()
 Override this to specify what should happen in this ability when the character flips.
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.
virtual void SetInputManager (InputManager newInputManager)
 Changes the reference to the input manager with the one set in parameters.
virtual void PlayAbilityStartSfx ()
 Plays the ability start sound effect.
virtual void PlayAbilityUsedSfx ()
 Plays the ability used sound effect.
virtual void StopAbilityUsedSfx ()
 Stops the ability used sound effect.
virtual void PlayAbilityStopSfx ()
 Plays the ability stop sound effect.
virtual void PlayAbilityStartFeedbacks ()
 Plays the ability start sound effect.
virtual void StopStartFeedbacks ()
 Stops the ability used sound effect.
virtual void PlayAbilityStopFeedbacks ()
 Plays the ability stop sound effect.

Public Attributes

float JumpDuration = 1f
 the duration of the jump
bool JumpProportionalToPress = true
 whether or not jump should be proportional to press (if yes, releasing the button will stop the jump)
float MinimumPressTime = 0.4f
 the minimum amount of time after the jump starts before releasing the jump has any effect
MMFeedbacks JumpStartFeedback
 the feedback to play when the jump starts
MMFeedbacks JumpStopFeedback
 the feedback to play when the jump stops
Public Attributes inherited from MoreMountains.TopDownEngine.CharacterAbility
AudioClip AbilityStartSfx
 the sound fx to play when the ability starts
AudioClip AbilityInProgressSfx
 the sound fx to play while the ability is running
AudioClip AbilityStopSfx
 the sound fx to play when the ability stops
MMFeedbacks AbilityStartFeedbacks
 the feedbacks to play when the ability starts
MMFeedbacks AbilityStopFeedbacks
 the feedbacks to play when the ability stops
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
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.
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.
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.
AbilityEvent OnAbilityStart
AbilityEvent OnAbilityStop

Protected Member Functions

override void Initialization ()
 On init we grab our components.
override void HandleInput ()
 On HandleInput we watch for jump input and trigger a jump if needed.
virtual bool EvaluateJumpConditions ()
 Returns true if jump conditions are met.
override void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist.
Protected Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility
virtual void Awake ()
 On awake we proceed to pre initializing our ability.
virtual void Start ()
 On Start(), we call the ability's intialization.
virtual void PreInitialization ()
 A method you can override to have an initialization before the actual initialization.
virtual void BindAnimator ()
 Binds the animator from the character and initializes the animator parameters.
virtual void InternalHandleInput ()
 Internal method to check if an input manager is present or not.
virtual void RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter)
 Registers a new animator parameter to the list.
virtual void OnRespawn ()
 Override this to describe what should happen to this ability when the character respawns.
virtual void OnDeath ()
 Override this to describe what should happen to this ability when the character respawns.
virtual void OnHit ()
 Override this to describe what should happen to this ability when the character takes a hit.
virtual void OnEnable ()
 On enable, we bind our respawn delegate.
virtual void OnDisable ()
 On disable, we unbind our respawn delegate.

Protected Attributes

CharacterButtonActivation _characterButtonActivation
bool _jumpStopped = false
float _jumpStartedAt = 0f
bool _buttonReleased = false
int _jumpingAnimationParameter
int _hitTheGroundAnimationParameter
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 _jumpingAnimationParameterName = "Jumping"
const string _hitTheGroundAnimationParameterName = "HitTheGround"

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

Detailed Description

Add this ability to a character and it'll be able to jump in 2D. This means no actual movement, only the collider turned off and on. Movement will be handled by the animation itself.

Member Function Documentation

◆ EvaluateJumpConditions()

virtual bool MoreMountains.TopDownEngine.CharacterJump2D.EvaluateJumpConditions ( )
protectedvirtual

Returns true if jump conditions are met.

Returns

◆ HandleInput()

override void MoreMountains.TopDownEngine.CharacterJump2D.HandleInput ( )
protectedvirtual

On HandleInput we watch for jump input and trigger a jump if needed.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ Initialization()

override void MoreMountains.TopDownEngine.CharacterJump2D.Initialization ( )
protectedvirtual

On init we grab our components.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.TopDownEngine.CharacterJump2D.InitializeAnimatorParameters ( )
protectedvirtual

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

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ JumpStart()

virtual void MoreMountains.TopDownEngine.CharacterJump2D.JumpStart ( )
virtual

Starts a jump.

◆ JumpStop()

virtual void MoreMountains.TopDownEngine.CharacterJump2D.JumpStop ( )
virtual

Stops the jump.

◆ ProcessAbility()

override void MoreMountains.TopDownEngine.CharacterJump2D.ProcessAbility ( )
virtual

On process ability, we stop the jump if needed.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ UpdateAnimator()

override void MoreMountains.TopDownEngine.CharacterJump2D.UpdateAnimator ( )
virtual

At the end of each cycle, sends Jumping states to the Character's animator.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

Member Data Documentation

◆ _buttonReleased

bool MoreMountains.TopDownEngine.CharacterJump2D._buttonReleased = false
protected

◆ _characterButtonActivation

CharacterButtonActivation MoreMountains.TopDownEngine.CharacterJump2D._characterButtonActivation
protected

◆ _hitTheGroundAnimationParameter

int MoreMountains.TopDownEngine.CharacterJump2D._hitTheGroundAnimationParameter
protected

◆ _hitTheGroundAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterJump2D._hitTheGroundAnimationParameterName = "HitTheGround"
staticprotected

◆ _jumpingAnimationParameter

int MoreMountains.TopDownEngine.CharacterJump2D._jumpingAnimationParameter
protected

◆ _jumpingAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterJump2D._jumpingAnimationParameterName = "Jumping"
staticprotected

◆ _jumpStartedAt

float MoreMountains.TopDownEngine.CharacterJump2D._jumpStartedAt = 0f
protected

◆ _jumpStopped

bool MoreMountains.TopDownEngine.CharacterJump2D._jumpStopped = false
protected

◆ JumpDuration

float MoreMountains.TopDownEngine.CharacterJump2D.JumpDuration = 1f

the duration of the jump

◆ JumpProportionalToPress

bool MoreMountains.TopDownEngine.CharacterJump2D.JumpProportionalToPress = true

whether or not jump should be proportional to press (if yes, releasing the button will stop the jump)

◆ JumpStartFeedback

MMFeedbacks MoreMountains.TopDownEngine.CharacterJump2D.JumpStartFeedback

the feedback to play when the jump starts

◆ JumpStopFeedback

MMFeedbacks MoreMountains.TopDownEngine.CharacterJump2D.JumpStopFeedback

the feedback to play when the jump stops

◆ MinimumPressTime

float MoreMountains.TopDownEngine.CharacterJump2D.MinimumPressTime = 0.4f

the minimum amount of time after the jump starts before releasing the jump has any effect


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterJump2D.cs