TopDown Engine
v3.6
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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...
Public Types | |
enum | FacingModes { FacingModes.None, FacingModes.MovementDirection, FacingModes.WeaponDirection, FacingModes.Both } |
the possible facing modes More... | |
enum | FacingBases { FacingBases.WeaponAngle, FacingBases.MousePositionX, FacingBases.SceneReticlePositionX } |
Public Member Functions | |
override void | ProcessAbility () |
On process ability, we flip to face the direction set in settings More... | |
virtual void | Face (Character.FacingDirections direction) |
Defines the CurrentFacingDirection More... | |
virtual void | FaceDirection (int direction) |
Flips the character and its dependencies (jetpack for example) horizontally More... | |
virtual void | FlipModel (int direction) |
Flips the model only, no impact on weapons or attachments More... | |
override void | UpdateAnimator () |
At the end of each cycle, sends Jumping states to the Character's animator More... | |
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. 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 | |
FacingModes | FacingMode = FacingModes.None |
the facing mode for this character More... | |
FacingBases | FacingBase = FacingBases.WeaponAngle |
bool | ModelShouldFlip = false |
whether we should flip the model's scale when the character changes direction or not More... | |
Vector3 | ModelFlipValueLeft = new Vector3(-1, 1, 1) |
the scale value to apply to the model when facing left More... | |
Vector3 | ModelFlipValueRight = new Vector3(1, 1, 1) |
the scale value to apply to the model when facing east More... | |
bool | ModelShouldRotate |
whether we should rotate the model on direction change or not More... | |
Vector3 | ModelRotationValueLeft = new Vector3(0f, 180f, 0f) |
the rotation to apply to the model when it changes direction More... | |
Vector3 | ModelRotationValueRight = new Vector3(0f, 0f, 0f) |
the rotation to apply to the model when it changes direction More... | |
float | ModelRotationSpeed = 0f |
the speed at which to rotate the model when changing direction, 0f means instant rotation More... | |
Character.FacingDirections | InitialFacingDirection = Character.FacingDirections.East |
true if the player is facing east More... | |
float | AbsoluteThresholdMovement = 0.5f |
the threshold at which movement is considered More... | |
float | AbsoluteThresholdWeapon = 0.5f |
the threshold at which weapon gets considered More... | |
Character.FacingDirections | CurrentFacingDirection = Character.FacingDirections.East |
the direction this character is currently facing More... | |
bool | IsFacingRight = true |
whether or not this character is facing east More... | |
Public Attributes inherited from MoreMountains.TopDownEngine.CharacterAbility | |
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 | Awake () |
On awake we init our facing direction and grab components More... | |
override void | Initialization () |
On Start we reset our CurrentDirection More... | |
virtual void | FixedUpdate () |
virtual void | DetermineFacingDirection () |
virtual void | ApplyCurrentDirection () |
Applies the current direction to the controller More... | |
virtual void | ApplyModelRotation () |
If the model should rotate, we modify its rotation More... | |
virtual void | FlipToFaceMovementDirection () |
Flips the object to face direction More... | |
virtual void | FlipToFaceWeaponDirection () |
Flips the character to face the current weapon direction More... | |
virtual void | RotateModel (int direction) |
Rotates the model in the specified direction More... | |
virtual void | FlipAbilities () |
Sends a flip event on all other abilities More... | |
virtual void | ComputeRelativeSpeeds () |
Computes the relative speeds More... | |
override void | InitializeAnimatorParameters () |
Adds required animator parameters to the animator parameters list if they exist More... | |
Protected Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility | |
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 | 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 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 | _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 More... | |
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
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Applies the current direction to the controller
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If the model should rotate, we modify its rotation
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On awake we init our facing direction and grab components
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Computes the relative speeds
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Defines the CurrentFacingDirection
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Flips the character and its dependencies (jetpack for example) horizontally
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Sends a flip event on all other abilities
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Flips the model only, no impact on weapons or attachments
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Flips the object to face direction
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Flips the character to face the current weapon direction
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On Start we reset our CurrentDirection
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 process ability, we flip to face the direction set in settings
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Rotates the model in the specified direction
direction |
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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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float MoreMountains.TopDownEngine.CharacterOrientation2D.AbsoluteThresholdMovement = 0.5f |
the threshold at which movement is considered
float MoreMountains.TopDownEngine.CharacterOrientation2D.AbsoluteThresholdWeapon = 0.5f |
the threshold at which weapon gets considered
Character.FacingDirections MoreMountains.TopDownEngine.CharacterOrientation2D.CurrentFacingDirection = Character.FacingDirections.East |
the direction this character is currently facing
FacingBases MoreMountains.TopDownEngine.CharacterOrientation2D.FacingBase = FacingBases.WeaponAngle |
FacingModes MoreMountains.TopDownEngine.CharacterOrientation2D.FacingMode = FacingModes.None |
the facing mode for this character
Character.FacingDirections MoreMountains.TopDownEngine.CharacterOrientation2D.InitialFacingDirection = Character.FacingDirections.East |
true if the player is facing east
bool MoreMountains.TopDownEngine.CharacterOrientation2D.IsFacingRight = true |
whether or not this character is facing east
Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D.ModelFlipValueLeft = new Vector3(-1, 1, 1) |
the scale value to apply to the model when facing left
Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D.ModelFlipValueRight = new Vector3(1, 1, 1) |
the scale value to apply to the model when facing east
float MoreMountains.TopDownEngine.CharacterOrientation2D.ModelRotationSpeed = 0f |
the speed at which to rotate the model when changing direction, 0f means instant rotation
Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D.ModelRotationValueLeft = new Vector3(0f, 180f, 0f) |
the rotation to apply to the model when it changes direction
Vector3 MoreMountains.TopDownEngine.CharacterOrientation2D.ModelRotationValueRight = new Vector3(0f, 0f, 0f) |
the rotation to apply to the model when it changes direction
bool MoreMountains.TopDownEngine.CharacterOrientation2D.ModelShouldFlip = false |
whether we should flip the model's scale when the character changes direction or not
bool MoreMountains.TopDownEngine.CharacterOrientation2D.ModelShouldRotate |
whether we should rotate the model on direction change or not