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TopDown Engine v4.3
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This ability will allow a character to jump in 3D More...
Public Member Functions | |
override void | ProcessAbility () |
On process ability, we check if we should stop the jump More... | |
virtual void | JumpStart () |
On jump start, we change our state to jumping More... | |
virtual void | JumpStop () |
Stops the jump More... | |
virtual void | ResetNumberOfJumps () |
Resets the number of jumps. More... | |
override void | UpdateAnimator () |
At the end of each cycle, sends Jumping states to the Character's animator More... | |
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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. 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 | |
bool | JumpProportionalToPress = true |
whether or not the 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's start before releasing the jump button has any effect More... | |
float | JumpForce = 800f |
the force to apply to the jump, the higher the jump, the faster the jump More... | |
float | JumpHeight = 4f |
the height the jump should have More... | |
bool | CanJumpOnTooSteepSlopes = true |
whether or not the character can jump if standing on a slope too steep to walk on More... | |
bool | ResetJumpsOnTooSteepSlopes = false |
whether or not standing on a slope too steep to walk on should reset jump counters More... | |
int | NumberOfJumps = 1 |
the maximum number of jumps allowed (0 : no jump, 1 : normal jump, 2 : double jump, etc...) More... | |
int | NumberOfJumpsLeft = 0 |
the number of jumps left to the character More... | |
MMFeedbacks | JumpStartFeedback |
the feedback to play when the jump starts More... | |
MMFeedbacks | JumpStopFeedback |
the feedback to play when the jump stops More... | |
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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 other components More... | |
override void | HandleInput () |
Watches for input and triggers a jump if needed More... | |
virtual bool | CeilingTest () |
Returns true if a ceiling's found above the character, false otherwise More... | |
virtual bool | EvaluateJumpConditions () |
Evaluates the jump conditions and returns true if a jump can be performed More... | |
override void | InitializeAnimatorParameters () |
Adds required animator parameters to the animator parameters list if they exist More... | |
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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... | |
Static Protected Attributes | |
const string | _jumpingAnimationParameterName = "Jumping" |
const string | _doubleJumpingAnimationParameterName = "DoubleJumping" |
const string | _hitTheGroundAnimationParameterName = "HitTheGround" |
Additional Inherited Members | |
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virtual bool | AbilityAuthorized [get] |
virtual bool | AbilityInitialized [get] |
whether or not this ability has been initialized More... | |
This ability will allow a character to jump in 3D
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Returns true if a ceiling's found above the character, false otherwise
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Evaluates the jump conditions and returns true if a jump can be performed
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Watches for input and triggers a jump if needed
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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On init we grab other components
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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On jump start, we change our state to jumping
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Stops the jump
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On process ability, we check if we should stop the jump
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Resets the number of jumps.
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At the end of each cycle, sends Jumping states to the Character's animator
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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bool MoreMountains.TopDownEngine.CharacterJump3D.CanJumpOnTooSteepSlopes = true |
whether or not the character can jump if standing on a slope too steep to walk on
float MoreMountains.TopDownEngine.CharacterJump3D.JumpForce = 800f |
the force to apply to the jump, the higher the jump, the faster the jump
float MoreMountains.TopDownEngine.CharacterJump3D.JumpHeight = 4f |
the height the jump should have
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)
MMFeedbacks MoreMountains.TopDownEngine.CharacterJump3D.JumpStartFeedback |
the feedback to play when the jump starts
MMFeedbacks MoreMountains.TopDownEngine.CharacterJump3D.JumpStopFeedback |
the feedback to play when the jump stops
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
int MoreMountains.TopDownEngine.CharacterJump3D.NumberOfJumps = 1 |
the maximum number of jumps allowed (0 : no jump, 1 : normal jump, 2 : double jump, etc...)
int MoreMountains.TopDownEngine.CharacterJump3D.NumberOfJumpsLeft = 0 |
the number of jumps left to the character
bool MoreMountains.TopDownEngine.CharacterJump3D.ResetJumpsOnTooSteepSlopes = false |
whether or not standing on a slope too steep to walk on should reset jump counters