Add this ability to a Character to have it handle ground movement (walk, and potentially run, crawl, etc) in x and z direction for 3D, x and y for 2D Animator parameters : Speed (float), Walking (bool)
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| override void | ResetAbility () |
| | Resets character movement states and speeds.
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| override void | ProcessAbility () |
| | The second of the 3 passes you can have in your ability. Think of it as Update()
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| virtual void | SetMovement (Vector2 value) |
| | Sets the horizontal move value.
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| virtual void | SetHorizontalMovement (float value) |
| | Sets the horizontal part of the movement.
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| virtual void | SetVerticalMovement (float value) |
| | Sets the vertical part of the movement.
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| virtual void | ApplyMovementMultiplier (float movementMultiplier, float duration) |
| | Applies a movement multiplier for the specified duration.
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| virtual void | SetContextSpeedMultiplier (float newMovementSpeedMultiplier) |
| | Stacks a new context speed multiplier.
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| virtual void | ResetContextSpeedMultiplier () |
| | Revers the context speed multiplier to its previous value.
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| virtual void | ResetSpeed () |
| | Resets this character's speed.
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| override void | UpdateAnimator () |
| | Sends the current speed and the current value of the Walking state to the 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 | 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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| Movements | Movement = Movements.Free |
| | whether the character can move freely, in 2D only, in 4 or 8 cardinal directions
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| bool | InputAuthorized = true |
| | whether or not movement input is authorized at that time
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| bool | AnalogInput = false |
| | whether or not input should be analog
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| bool | ScriptDrivenInput = false |
| | whether or not input should be set from another script
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| float | WalkSpeed = 6f |
| | the speed of the character when it's walking
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| bool | ShouldSetMovement = true |
| | whether or not this component should set the controller's movement
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| float | IdleThreshold = 0.05f |
| | the speed threshold after which the character is not considered idle anymore
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| float | Acceleration = 10f |
| | the acceleration to apply to the current speed / 0f : no acceleration, instant full speed
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| float | Deceleration = 10f |
| | the deceleration to apply to the current speed / 0f : no deceleration, instant stop
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| bool | InterpolateMovementSpeed = false |
| | whether or not to interpolate movement speed
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| Stack< float > | ContextSpeedStack = new Stack<float>() |
| | the multiplier to apply to the horizontal movement, applied by contextual elements (movement zones, etc)
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| ParticleSystem[] | WalkParticles |
| | the particles to trigger while walking
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| ParticleSystem[] | TouchTheGroundParticles |
| | the particles to trigger when touching the ground
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| AudioClip[] | TouchTheGroundSfx |
| | the sfx to trigger when touching the ground
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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 Initialization, we set our movement speed to WalkSpeed.
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| override void | HandleInput () |
| | Called at the very start of the ability's cycle, and intended to be overridden, looks for input and calls methods if conditions are met.
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| virtual IEnumerator | ApplyMovementMultiplierCo (float movementMultiplier, float duration) |
| | A coroutine used to apply a movement multiplier for a certain duration only.
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| virtual void | HandleDirection () |
| | Modifies player input to account for the selected movement mode.
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| virtual void | HandleMovement () |
| | Called at Update(), handles horizontal movement.
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| virtual void | HandleFrozen () |
| | Describes what happens when the character is in the frozen state.
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| virtual void | SetMovement () |
| | Moves the controller.
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| virtual void | CheckJustGotGrounded () |
| | Every frame, checks if we just hit the ground, and if yes, changes the state and triggers a particle effect.
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| virtual void | Feedbacks () |
| | Plays particles when walking, and particles and sounds when landing.
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| override void | OnRespawn () |
| | On Respawn, resets the speed.
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| override void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | DisableWalkParticles () |
| | Disables all walk particle systems that may be playing.
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| override void | OnDisable () |
| | On disable we make sure to turn off anything that could still be playing.
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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 | 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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Add this ability to a Character to have it handle ground movement (walk, and potentially run, crawl, etc) in x and z direction for 3D, x and y for 2D Animator parameters : Speed (float), Walking (bool)
◆ Movements
the possible rotation modes for the character
| Enumerator |
|---|
| Free | |
| Strict2DirectionsHorizontal | |
| Strict2DirectionsVertical | |
| Strict4Directions | |
| Strict8Directions | |
◆ ApplyMovementMultiplier()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.ApplyMovementMultiplier |
( |
float | movementMultiplier, |
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float | duration ) |
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virtual |
Applies a movement multiplier for the specified duration.
- Parameters
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| movementMultiplier | |
| duration | |
◆ ApplyMovementMultiplierCo()
| virtual IEnumerator MoreMountains.TopDownEngine.CharacterMovement.ApplyMovementMultiplierCo |
( |
float | movementMultiplier, |
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float | duration ) |
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protectedvirtual |
A coroutine used to apply a movement multiplier for a certain duration only.
- Parameters
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| movementMultiplier | |
| duration | |
- Returns
◆ CheckJustGotGrounded()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.CheckJustGotGrounded |
( |
| ) |
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protectedvirtual |
Every frame, checks if we just hit the ground, and if yes, changes the state and triggers a particle effect.
◆ DisableWalkParticles()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.DisableWalkParticles |
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| ) |
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protectedvirtual |
Disables all walk particle systems that may be playing.
◆ Feedbacks()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.Feedbacks |
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protectedvirtual |
Plays particles when walking, and particles and sounds when landing.
◆ HandleDirection()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.HandleDirection |
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| ) |
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protectedvirtual |
Modifies player input to account for the selected movement mode.
◆ HandleFrozen()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.HandleFrozen |
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| ) |
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protectedvirtual |
Describes what happens when the character is in the frozen state.
◆ HandleInput()
| override void MoreMountains.TopDownEngine.CharacterMovement.HandleInput |
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protectedvirtual |
◆ HandleMovement()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.HandleMovement |
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protectedvirtual |
Called at Update(), handles horizontal movement.
◆ Initialization()
| override void MoreMountains.TopDownEngine.CharacterMovement.Initialization |
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protectedvirtual |
◆ InitializeAnimatorParameters()
| override void MoreMountains.TopDownEngine.CharacterMovement.InitializeAnimatorParameters |
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protectedvirtual |
◆ OnDeath()
| override void MoreMountains.TopDownEngine.CharacterMovement.OnDeath |
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protectedvirtual |
◆ OnDisable()
| override void MoreMountains.TopDownEngine.CharacterMovement.OnDisable |
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protectedvirtual |
◆ OnRespawn()
| override void MoreMountains.TopDownEngine.CharacterMovement.OnRespawn |
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protectedvirtual |
◆ ProcessAbility()
| override void MoreMountains.TopDownEngine.CharacterMovement.ProcessAbility |
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virtual |
◆ ResetAbility()
| override void MoreMountains.TopDownEngine.CharacterMovement.ResetAbility |
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virtual |
◆ ResetContextSpeedMultiplier()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.ResetContextSpeedMultiplier |
( |
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virtual |
Revers the context speed multiplier to its previous value.
◆ ResetSpeed()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.ResetSpeed |
( |
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virtual |
Resets this character's speed.
◆ SetContextSpeedMultiplier()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.SetContextSpeedMultiplier |
( |
float | newMovementSpeedMultiplier | ) |
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virtual |
Stacks a new context speed multiplier.
- Parameters
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| newMovementSpeedMultiplier | |
◆ SetHorizontalMovement()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.SetHorizontalMovement |
( |
float | value | ) |
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virtual |
Sets the horizontal part of the movement.
- Parameters
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◆ SetMovement() [1/2]
| virtual void MoreMountains.TopDownEngine.CharacterMovement.SetMovement |
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| ) |
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protectedvirtual |
◆ SetMovement() [2/2]
| virtual void MoreMountains.TopDownEngine.CharacterMovement.SetMovement |
( |
Vector2 | value | ) |
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virtual |
Sets the horizontal move value.
- Parameters
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| value | Horizontal move value, between -1 and 1 - positive : will move to the right, negative : will move left |
◆ SetVerticalMovement()
| virtual void MoreMountains.TopDownEngine.CharacterMovement.SetVerticalMovement |
( |
float | value | ) |
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virtual |
Sets the vertical part of the movement.
- Parameters
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◆ UpdateAnimator()
| override void MoreMountains.TopDownEngine.CharacterMovement.UpdateAnimator |
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| ) |
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virtual |
◆ _acceleration
| float MoreMountains.TopDownEngine.CharacterMovement._acceleration = 0f |
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protected |
◆ _currentInput
| Vector2 MoreMountains.TopDownEngine.CharacterMovement._currentInput = Vector2.zero |
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protected |
◆ _horizontalMovement
| float MoreMountains.TopDownEngine.CharacterMovement._horizontalMovement |
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protected |
◆ _idleAnimationParameter
| int MoreMountains.TopDownEngine.CharacterMovement._idleAnimationParameter |
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protected |
◆ _idleAnimationParameterName
| const string MoreMountains.TopDownEngine.CharacterMovement._idleAnimationParameterName = "Idle" |
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staticprotected |
◆ _lerpedInput
| Vector2 MoreMountains.TopDownEngine.CharacterMovement._lerpedInput = Vector2.zero |
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protected |
◆ _movementSpeed
| float MoreMountains.TopDownEngine.CharacterMovement._movementSpeed |
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protected |
◆ _movementVector
| Vector3 MoreMountains.TopDownEngine.CharacterMovement._movementVector |
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protected |
◆ _normalizedInput
| Vector2 MoreMountains.TopDownEngine.CharacterMovement._normalizedInput |
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protected |
◆ _speedAnimationParameter
| int MoreMountains.TopDownEngine.CharacterMovement._speedAnimationParameter |
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protected |
◆ _speedAnimationParameterName
| const string MoreMountains.TopDownEngine.CharacterMovement._speedAnimationParameterName = "Speed" |
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staticprotected |
◆ _verticalMovement
| float MoreMountains.TopDownEngine.CharacterMovement._verticalMovement |
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protected |
◆ _walkingAnimationParameter
| int MoreMountains.TopDownEngine.CharacterMovement._walkingAnimationParameter |
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protected |
◆ _walkingAnimationParameterName
| const string MoreMountains.TopDownEngine.CharacterMovement._walkingAnimationParameterName = "Walking" |
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staticprotected |
◆ _walkParticlesPlaying
| bool MoreMountains.TopDownEngine.CharacterMovement._walkParticlesPlaying = false |
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protected |
◆ Acceleration
| float MoreMountains.TopDownEngine.CharacterMovement.Acceleration = 10f |
the acceleration to apply to the current speed / 0f : no acceleration, instant full speed
◆ AnalogInput
| bool MoreMountains.TopDownEngine.CharacterMovement.AnalogInput = false |
whether or not input should be analog
◆ ContextSpeedStack
| Stack<float> MoreMountains.TopDownEngine.CharacterMovement.ContextSpeedStack = new Stack<float>() |
the multiplier to apply to the horizontal movement, applied by contextual elements (movement zones, etc)
◆ Deceleration
| float MoreMountains.TopDownEngine.CharacterMovement.Deceleration = 10f |
the deceleration to apply to the current speed / 0f : no deceleration, instant stop
◆ IdleThreshold
| float MoreMountains.TopDownEngine.CharacterMovement.IdleThreshold = 0.05f |
the speed threshold after which the character is not considered idle anymore
◆ InputAuthorized
| bool MoreMountains.TopDownEngine.CharacterMovement.InputAuthorized = true |
whether or not movement input is authorized at that time
◆ InterpolateMovementSpeed
| bool MoreMountains.TopDownEngine.CharacterMovement.InterpolateMovementSpeed = false |
whether or not to interpolate movement speed
◆ Movement
whether the character can move freely, in 2D only, in 4 or 8 cardinal directions
◆ ScriptDrivenInput
| bool MoreMountains.TopDownEngine.CharacterMovement.ScriptDrivenInput = false |
whether or not input should be set from another script
◆ ShouldSetMovement
| bool MoreMountains.TopDownEngine.CharacterMovement.ShouldSetMovement = true |
whether or not this component should set the controller's movement
◆ TouchTheGroundParticles
| ParticleSystem [] MoreMountains.TopDownEngine.CharacterMovement.TouchTheGroundParticles |
the particles to trigger when touching the ground
◆ TouchTheGroundSfx
| AudioClip [] MoreMountains.TopDownEngine.CharacterMovement.TouchTheGroundSfx |
the sfx to trigger when touching the ground
◆ WalkParticles
| ParticleSystem [] MoreMountains.TopDownEngine.CharacterMovement.WalkParticles |
the particles to trigger while walking
◆ WalkSpeed
| float MoreMountains.TopDownEngine.CharacterMovement.WalkSpeed = 6f |
the speed of the character when it's walking
◆ ContextSpeedMultiplier
| virtual float MoreMountains.TopDownEngine.CharacterMovement.ContextSpeedMultiplier |
|
get |
◆ MovementForbidden
| virtual bool MoreMountains.TopDownEngine.CharacterMovement.MovementForbidden |
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getset |
if this is true, movement will be forbidden (as well as flip)
◆ MovementSpeed
| virtual float MoreMountains.TopDownEngine.CharacterMovement.MovementSpeed |
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getset |
the current reference movement speed
◆ MovementSpeedMaxMultiplier
| virtual float MoreMountains.TopDownEngine.CharacterMovement.MovementSpeedMaxMultiplier = float.MaxValue |
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getset |
◆ MovementSpeedMultiplier
| float MoreMountains.TopDownEngine.CharacterMovement.MovementSpeedMultiplier |
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getset |
the multiplier to apply to the horizontal movement
The documentation for this class was generated from the following file:
- H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterMovement.cs