TopDown Engine v4.5
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MoreMountains.TopDownEngine.CharacterJump3D Class Reference

This ability will allow a character to jump in 3D. More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterJump3D:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Member Functions

override void ProcessAbility ()
 On process ability, we check if we should stop the jump.
virtual void JumpStart ()
 On jump start, we change our state to jumping.
virtual void JumpStop ()
 Stops the jump.
virtual void ResetNumberOfJumps ()
 Resets the number of jumps.
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

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

bool _doubleJumping
Vector3 _jumpForce
Vector3 _jumpOrigin
CharacterButtonActivation _characterButtonActivation
CharacterCrouch _characterCrouch
bool _jumpStopped = false
float _jumpStartedAt = 0f
bool _buttonReleased = false
int _initialNumberOfJumps
int _jumpingAnimationParameter
int _doubleJumpingAnimationParameter
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 _doubleJumpingAnimationParameterName = "DoubleJumping"
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

This ability will allow a character to jump in 3D.

Member Function Documentation

◆ CeilingTest()

virtual bool MoreMountains.TopDownEngine.CharacterJump3D.CeilingTest ( )
protectedvirtual

Returns true if a ceiling's found above the character, false otherwise.

◆ EvaluateJumpConditions()

virtual bool MoreMountains.TopDownEngine.CharacterJump3D.EvaluateJumpConditions ( )
protectedvirtual

Evaluates the jump conditions and returns true if a jump can be performed.

Returns

◆ HandleInput()

override void MoreMountains.TopDownEngine.CharacterJump3D.HandleInput ( )
protectedvirtual

Watches for input and triggers a jump if needed.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ Initialization()

override void MoreMountains.TopDownEngine.CharacterJump3D.Initialization ( )
protectedvirtual

On init we grab other components.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.TopDownEngine.CharacterJump3D.InitializeAnimatorParameters ( )
protectedvirtual

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

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ JumpStart()

virtual void MoreMountains.TopDownEngine.CharacterJump3D.JumpStart ( )
virtual

On jump start, we change our state to jumping.

◆ JumpStop()

virtual void MoreMountains.TopDownEngine.CharacterJump3D.JumpStop ( )
virtual

Stops the jump.

◆ ProcessAbility()

override void MoreMountains.TopDownEngine.CharacterJump3D.ProcessAbility ( )
virtual

On process ability, we check if we should stop the jump.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ResetNumberOfJumps()

virtual void MoreMountains.TopDownEngine.CharacterJump3D.ResetNumberOfJumps ( )
virtual

Resets the number of jumps.

◆ UpdateAnimator()

override void MoreMountains.TopDownEngine.CharacterJump3D.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.CharacterJump3D._buttonReleased = false
protected

◆ _characterButtonActivation

CharacterButtonActivation MoreMountains.TopDownEngine.CharacterJump3D._characterButtonActivation
protected

◆ _characterCrouch

CharacterCrouch MoreMountains.TopDownEngine.CharacterJump3D._characterCrouch
protected

◆ _doubleJumping

bool MoreMountains.TopDownEngine.CharacterJump3D._doubleJumping
protected

◆ _doubleJumpingAnimationParameter

int MoreMountains.TopDownEngine.CharacterJump3D._doubleJumpingAnimationParameter
protected

◆ _doubleJumpingAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterJump3D._doubleJumpingAnimationParameterName = "DoubleJumping"
staticprotected

◆ _hitTheGroundAnimationParameter

int MoreMountains.TopDownEngine.CharacterJump3D._hitTheGroundAnimationParameter
protected

◆ _hitTheGroundAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterJump3D._hitTheGroundAnimationParameterName = "HitTheGround"
staticprotected

◆ _initialNumberOfJumps

int MoreMountains.TopDownEngine.CharacterJump3D._initialNumberOfJumps
protected

◆ _jumpForce

Vector3 MoreMountains.TopDownEngine.CharacterJump3D._jumpForce
protected

◆ _jumpingAnimationParameter

int MoreMountains.TopDownEngine.CharacterJump3D._jumpingAnimationParameter
protected

◆ _jumpingAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterJump3D._jumpingAnimationParameterName = "Jumping"
staticprotected

◆ _jumpOrigin

Vector3 MoreMountains.TopDownEngine.CharacterJump3D._jumpOrigin
protected

◆ _jumpStartedAt

float MoreMountains.TopDownEngine.CharacterJump3D._jumpStartedAt = 0f
protected

◆ _jumpStopped

bool MoreMountains.TopDownEngine.CharacterJump3D._jumpStopped = false
protected

◆ CanJumpOnTooSteepSlopes

bool MoreMountains.TopDownEngine.CharacterJump3D.CanJumpOnTooSteepSlopes = true

whether or not the character can jump if standing on a slope too steep to walk on

◆ JumpForce

float MoreMountains.TopDownEngine.CharacterJump3D.JumpForce = 800f

the force to apply to the jump, the higher the jump, the faster the jump

◆ JumpHeight

float MoreMountains.TopDownEngine.CharacterJump3D.JumpHeight = 4f

the height the jump should have

◆ JumpProportionalToPress

bool MoreMountains.TopDownEngine.CharacterJump3D.JumpProportionalToPress = true

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

◆ JumpStartFeedback

MMFeedbacks MoreMountains.TopDownEngine.CharacterJump3D.JumpStartFeedback

the feedback to play when the jump starts

◆ JumpStopFeedback

MMFeedbacks MoreMountains.TopDownEngine.CharacterJump3D.JumpStopFeedback

the feedback to play when the jump stops

◆ MinimumPressTime

float MoreMountains.TopDownEngine.CharacterJump3D.MinimumPressTime = 0.4f

the minimum amount of time after the jump's start before releasing the jump button has any effect

◆ NumberOfJumps

int MoreMountains.TopDownEngine.CharacterJump3D.NumberOfJumps = 1

the maximum number of jumps allowed (0 : no jump, 1 : normal jump, 2 : double jump, etc...)

◆ NumberOfJumpsLeft

int MoreMountains.TopDownEngine.CharacterJump3D.NumberOfJumpsLeft = 0

the number of jumps left to the character

◆ ResetJumpsOnTooSteepSlopes

bool MoreMountains.TopDownEngine.CharacterJump3D.ResetJumpsOnTooSteepSlopes = false

whether or not standing on a slope too steep to walk on should reset jump counters


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterJump3D.cs