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