TopDown Engine  v3.6
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 More...
 
virtual void JumpStart ()
 Starts a jump More...
 
virtual void JumpStop ()
 Stops the jump More...
 
override void UpdateAnimator ()
 At the end of each cycle, sends Jumping states to the Character's 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 JumpDuration = 1f
 the duration of the jump More...
 
bool JumpProportionalToPress = true
 whether or not jump should be proportional to press (if yes, releasing the button will stop the jump) More...
 
float MinimumPressTime = 0.4f
 the minimum amount of time after the jump starts before releasing the jump has any effect More...
 
MMFeedbacks JumpStartFeedback
 the feedback to play when the jump starts More...
 
MMFeedbacks JumpStopFeedback
 the feedback to play when the jump stops More...
 
- 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 grab our components More...
 
override void HandleInput ()
 On HandleInput we watch for jump input and trigger a jump if needed More...
 
virtual bool EvaluateJumpConditions ()
 Returns true if jump conditions are met 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 OnRespawn ()
 Override this to describe what should happen to this ability when the character respawns More...
 
virtual void OnDeath ()
 Override this to describe what should happen to this ability when the character respawns 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

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 More...
 

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: