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| override void | ProcessAbility () |
| | On process ability, we check if we should stop the jump.
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| virtual void | JumpStart () |
| | On jump start, we change our state to jumping.
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| virtual void | JumpStop () |
| | Stops the jump.
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| virtual void | ResetNumberOfJumps () |
| | Resets the number of jumps.
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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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| bool | JumpProportionalToPress = true |
| | whether or not the 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's start before releasing the jump button has any effect
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| float | JumpForce = 800f |
| | the force to apply to the jump, the higher the jump, the faster the jump
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| float | JumpHeight = 4f |
| | the height the jump should have
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| bool | CanJumpOnTooSteepSlopes = true |
| | whether or not the character can jump if standing on a slope too steep to walk on
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| bool | ResetJumpsOnTooSteepSlopes = false |
| | whether or not standing on a slope too steep to walk on should reset jump counters
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| int | NumberOfJumps = 1 |
| | the maximum number of jumps allowed (0 : no jump, 1 : normal jump, 2 : double jump, etc...)
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| int | NumberOfJumpsLeft = 0 |
| | the number of jumps left to the character
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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 other components.
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| override void | HandleInput () |
| | Watches for input and triggers a jump if needed.
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| virtual bool | CeilingTest () |
| | Returns true if a ceiling's found above the character, false otherwise.
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| virtual bool | EvaluateJumpConditions () |
| | Evaluates the jump conditions and returns true if a jump can be performed.
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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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This ability will allow a character to jump in 3D.