TopDown Engine v4.5
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MoreMountains.TopDownEngine.CharacterOrientation2D Class Reference

Add this ability to a character and it'll rotate or flip to face the direction of movement or the weapon's, or both, or none Only add this ability to a 2D character. More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterOrientation2D:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Types

enum  FacingModes { None , MovementDirection , WeaponDirection , Both }
 the possible facing modes More...
enum  FacingBases { WeaponAngle , MousePositionX , SceneReticlePositionX }

Public Member Functions

override void ProcessAbility ()
 On process ability, we flip to face the direction set in settings.
virtual void Face (Character.FacingDirections direction)
 Defines the CurrentFacingDirection.
virtual void FaceDirection (int direction)
 Flips the character and its dependencies horizontally.
virtual void FlipModel (int direction)
 Flips the model only, no impact on weapons or attachments.
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

FacingModes FacingMode = FacingModes.None
 the facing mode for this character
FacingBases FacingBase = FacingBases.WeaponAngle
bool ModelShouldFlip = false
 whether we should flip the model's scale when the character changes direction or not
Vector3 ModelFlipValueLeft = new Vector3(-1, 1, 1)
 the scale value to apply to the model when facing left
Vector3 ModelFlipValueRight = new Vector3(1, 1, 1)
 the scale value to apply to the model when facing east
bool ModelShouldRotate
 whether we should rotate the model on direction change or not
Vector3 ModelRotationValueLeft = new Vector3(0f, 180f, 0f)
 the rotation to apply to the model when it changes direction
Vector3 ModelRotationValueRight = new Vector3(0f, 0f, 0f)
 the rotation to apply to the model when it changes direction
float ModelRotationSpeed = 0f
 the speed at which to rotate the model when changing direction, 0f means instant rotation
Character.FacingDirections InitialFacingDirection = Character.FacingDirections.East
 true if the player is facing east
float AbsoluteThresholdMovement = 0.5f
 the threshold at which movement is considered
float AbsoluteThresholdWeapon = 0.5f
 the threshold at which weapon gets considered
Character.FacingDirections CurrentFacingDirection = Character.FacingDirections.East
 the direction this character is currently facing
bool IsFacingRight = true
 whether or not this character is facing east
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 Awake ()
 On awake we init our facing direction and grab components.
override void Initialization ()
 On Start we reset our CurrentDirection.
virtual void FixedUpdate ()
virtual void DetermineFacingDirection ()
virtual void ApplyCurrentDirection ()
 Applies the current direction to the controller.
virtual void ApplyModelRotation ()
 If the model should rotate, we modify its rotation.
virtual void FlipToFaceMovementDirection ()
 Flips the object to face direction.
virtual void FlipToFaceWeaponDirection ()
 Flips the character to face the current weapon direction.
virtual void RotateModel (int direction)
 Rotates the model in the specified direction.
virtual void FlipAbilities ()
 Sends a flip event on all other abilities.
virtual void ComputeRelativeSpeeds ()
 Computes the relative speeds.
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 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 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.
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

Vector3 _targetModelRotation
CharacterHandleWeapon _characterHandleWeapon
Vector3 _lastRegisteredVelocity
Vector3 _rotationDirection
Vector3 _lastMovement = Vector3.zero
Vector3 _lastAim = Vector3.zero
float _lastNonNullXMovement
float _lastNonNullXInput
int _direction
int _directionLastFrame = 0
float _horizontalDirection
float _verticalDirection
int _horizontalDirectionAnimationParameter
int _verticalDirectionAnimationParameter
int _horizontalSpeedAnimationParameter
int _verticalSpeedAnimationParameter
int _facingDirectionAnimationParameter
float _lastDirectionX
float _lastDirectionY
bool _initialized = false
float _directionFloat
Vector3 _positionLastFrame
Vector3 _newSpeed
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 _facingDirectionAnimationParameterName = "FacingDirection2D"
const string _horizontalDirectionAnimationParameterName = "HorizontalDirection"
const string _verticalDirectionAnimationParameterName = "VerticalDirection"
const string _horizontalSpeedAnimationParameterName = "HorizontalSpeed"
const string _verticalSpeedAnimationParameterName = "VerticalSpeed"

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

Add this ability to a character and it'll rotate or flip to face the direction of movement or the weapon's, or both, or none Only add this ability to a 2D character.

Member Enumeration Documentation

◆ FacingBases

Enumerator
WeaponAngle 
MousePositionX 
SceneReticlePositionX 

◆ FacingModes

the possible facing modes

Enumerator
None 
MovementDirection 
WeaponDirection 
Both 

Member Function Documentation

◆ ApplyCurrentDirection()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.ApplyCurrentDirection ( )
protectedvirtual

Applies the current direction to the controller.

◆ ApplyModelRotation()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.ApplyModelRotation ( )
protectedvirtual

If the model should rotate, we modify its rotation.

◆ Awake()

override void MoreMountains.TopDownEngine.CharacterOrientation2D.Awake ( )
protectedvirtual

On awake we init our facing direction and grab components.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ComputeRelativeSpeeds()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.ComputeRelativeSpeeds ( )
protectedvirtual

Computes the relative speeds.

◆ DetermineFacingDirection()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.DetermineFacingDirection ( )
protectedvirtual

◆ Face()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.Face ( Character.FacingDirections direction)
virtual

Defines the CurrentFacingDirection.

Parameters
direction

◆ FaceDirection()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.FaceDirection ( int direction)
virtual

Flips the character and its dependencies horizontally.

◆ FixedUpdate()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.FixedUpdate ( )
protectedvirtual

◆ FlipAbilities()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.FlipAbilities ( )
protectedvirtual

Sends a flip event on all other abilities.

◆ FlipModel()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.FlipModel ( int direction)
virtual

Flips the model only, no impact on weapons or attachments.

◆ FlipToFaceMovementDirection()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.FlipToFaceMovementDirection ( )
protectedvirtual

Flips the object to face direction.

◆ FlipToFaceWeaponDirection()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.FlipToFaceWeaponDirection ( )
protectedvirtual

Flips the character to face the current weapon direction.

◆ Initialization()

override void MoreMountains.TopDownEngine.CharacterOrientation2D.Initialization ( )
protectedvirtual

On Start we reset our CurrentDirection.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.TopDownEngine.CharacterOrientation2D.InitializeAnimatorParameters ( )
protectedvirtual

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

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessAbility()

override void MoreMountains.TopDownEngine.CharacterOrientation2D.ProcessAbility ( )
virtual

On process ability, we flip to face the direction set in settings.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ RotateModel()

virtual void MoreMountains.TopDownEngine.CharacterOrientation2D.RotateModel ( int direction)
protectedvirtual

Rotates the model in the specified direction.

Parameters
direction

◆ UpdateAnimator()

override void MoreMountains.TopDownEngine.CharacterOrientation2D.UpdateAnimator ( )
virtual

At the end of each cycle, sends Jumping states to the Character's animator.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

Member Data Documentation

◆ _characterHandleWeapon

CharacterHandleWeapon MoreMountains.TopDownEngine.CharacterOrientation2D._characterHandleWeapon
protected

◆ _direction

int MoreMountains.TopDownEngine.CharacterOrientation2D._direction
protected

◆ _directionFloat

float MoreMountains.TopDownEngine.CharacterOrientation2D._directionFloat
protected

◆ _directionLastFrame

int MoreMountains.TopDownEngine.CharacterOrientation2D._directionLastFrame = 0
protected

◆ _facingDirectionAnimationParameter

int MoreMountains.TopDownEngine.CharacterOrientation2D._facingDirectionAnimationParameter
protected

◆ _facingDirectionAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterOrientation2D._facingDirectionAnimationParameterName = "FacingDirection2D"
staticprotected

◆ _horizontalDirection

float MoreMountains.TopDownEngine.CharacterOrientation2D._horizontalDirection
protected

◆ _horizontalDirectionAnimationParameter

int MoreMountains.TopDownEngine.CharacterOrientation2D._horizontalDirectionAnimationParameter
protected

◆ _horizontalDirectionAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterOrientation2D._horizontalDirectionAnimationParameterName = "HorizontalDirection"
staticprotected

◆ _horizontalSpeedAnimationParameter

int MoreMountains.TopDownEngine.CharacterOrientation2D._horizontalSpeedAnimationParameter
protected

◆ _horizontalSpeedAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterOrientation2D._horizontalSpeedAnimationParameterName = "HorizontalSpeed"
staticprotected

◆ _initialized

bool MoreMountains.TopDownEngine.CharacterOrientation2D._initialized = false
protected

◆ _lastAim

Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D._lastAim = Vector3.zero
protected

◆ _lastDirectionX

float MoreMountains.TopDownEngine.CharacterOrientation2D._lastDirectionX
protected

◆ _lastDirectionY

float MoreMountains.TopDownEngine.CharacterOrientation2D._lastDirectionY
protected

◆ _lastMovement

Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D._lastMovement = Vector3.zero
protected

◆ _lastNonNullXInput

float MoreMountains.TopDownEngine.CharacterOrientation2D._lastNonNullXInput
protected

◆ _lastNonNullXMovement

float MoreMountains.TopDownEngine.CharacterOrientation2D._lastNonNullXMovement
protected

◆ _lastRegisteredVelocity

Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D._lastRegisteredVelocity
protected

◆ _newSpeed

Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D._newSpeed
protected

◆ _positionLastFrame

Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D._positionLastFrame
protected

◆ _rotationDirection

Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D._rotationDirection
protected

◆ _targetModelRotation

Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D._targetModelRotation
protected

◆ _verticalDirection

float MoreMountains.TopDownEngine.CharacterOrientation2D._verticalDirection
protected

◆ _verticalDirectionAnimationParameter

int MoreMountains.TopDownEngine.CharacterOrientation2D._verticalDirectionAnimationParameter
protected

◆ _verticalDirectionAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterOrientation2D._verticalDirectionAnimationParameterName = "VerticalDirection"
staticprotected

◆ _verticalSpeedAnimationParameter

int MoreMountains.TopDownEngine.CharacterOrientation2D._verticalSpeedAnimationParameter
protected

◆ _verticalSpeedAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterOrientation2D._verticalSpeedAnimationParameterName = "VerticalSpeed"
staticprotected

◆ AbsoluteThresholdMovement

float MoreMountains.TopDownEngine.CharacterOrientation2D.AbsoluteThresholdMovement = 0.5f

the threshold at which movement is considered

◆ AbsoluteThresholdWeapon

float MoreMountains.TopDownEngine.CharacterOrientation2D.AbsoluteThresholdWeapon = 0.5f

the threshold at which weapon gets considered

◆ CurrentFacingDirection

Character.FacingDirections MoreMountains.TopDownEngine.CharacterOrientation2D.CurrentFacingDirection = Character.FacingDirections.East

the direction this character is currently facing

◆ FacingBase

FacingBases MoreMountains.TopDownEngine.CharacterOrientation2D.FacingBase = FacingBases.WeaponAngle

◆ FacingMode

FacingModes MoreMountains.TopDownEngine.CharacterOrientation2D.FacingMode = FacingModes.None

the facing mode for this character

◆ InitialFacingDirection

Character.FacingDirections MoreMountains.TopDownEngine.CharacterOrientation2D.InitialFacingDirection = Character.FacingDirections.East

true if the player is facing east

◆ IsFacingRight

bool MoreMountains.TopDownEngine.CharacterOrientation2D.IsFacingRight = true

whether or not this character is facing east

◆ ModelFlipValueLeft

Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D.ModelFlipValueLeft = new Vector3(-1, 1, 1)

the scale value to apply to the model when facing left

◆ ModelFlipValueRight

Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D.ModelFlipValueRight = new Vector3(1, 1, 1)

the scale value to apply to the model when facing east

◆ ModelRotationSpeed

float MoreMountains.TopDownEngine.CharacterOrientation2D.ModelRotationSpeed = 0f

the speed at which to rotate the model when changing direction, 0f means instant rotation

◆ ModelRotationValueLeft

Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D.ModelRotationValueLeft = new Vector3(0f, 180f, 0f)

the rotation to apply to the model when it changes direction

◆ ModelRotationValueRight

Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D.ModelRotationValueRight = new Vector3(0f, 0f, 0f)

the rotation to apply to the model when it changes direction

◆ ModelShouldFlip

bool MoreMountains.TopDownEngine.CharacterOrientation2D.ModelShouldFlip = false

whether we should flip the model's scale when the character changes direction or not

◆ ModelShouldRotate

bool MoreMountains.TopDownEngine.CharacterOrientation2D.ModelShouldRotate

whether we should rotate the model on direction change or not


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterOrientation2D.cs