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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| override void | ProcessAbility () |
| | On process ability, we flip to face the direction set in settings.
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| virtual void | Face (Character.FacingDirections direction) |
| | Defines the CurrentFacingDirection.
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| virtual void | FaceDirection (int direction) |
| | Flips the character and its dependencies horizontally.
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| virtual void | FlipModel (int direction) |
| | Flips the model only, no impact on weapons or attachments.
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| override void | UpdateAnimator () |
| | At the end of each cycle, sends Jumping states to the Character's 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 | ResetAbility () |
| | Override this to reset this ability's parameters. It'll be automatically called when the character gets killed, in anticipation for its respawn.
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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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| FacingModes | FacingMode = FacingModes.None |
| | the facing mode for this character
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| FacingBases | FacingBase = FacingBases.WeaponAngle |
| bool | ModelShouldFlip = false |
| | whether we should flip the model's scale when the character changes direction or not
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| Vector3 | ModelFlipValueLeft = new Vector3(-1, 1, 1) |
| | the scale value to apply to the model when facing left
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| Vector3 | ModelFlipValueRight = new Vector3(1, 1, 1) |
| | the scale value to apply to the model when facing east
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| bool | ModelShouldRotate |
| | whether we should rotate the model on direction change or not
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| Vector3 | ModelRotationValueLeft = new Vector3(0f, 180f, 0f) |
| | the rotation to apply to the model when it changes direction
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| Vector3 | ModelRotationValueRight = new Vector3(0f, 0f, 0f) |
| | the rotation to apply to the model when it changes direction
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| float | ModelRotationSpeed = 0f |
| | the speed at which to rotate the model when changing direction, 0f means instant rotation
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| Character.FacingDirections | InitialFacingDirection = Character.FacingDirections.East |
| | true if the player is facing east
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| float | AbsoluteThresholdMovement = 0.5f |
| | the threshold at which movement is considered
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| float | AbsoluteThresholdWeapon = 0.5f |
| | the threshold at which weapon gets considered
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| Character.FacingDirections | CurrentFacingDirection = Character.FacingDirections.East |
| | the direction this character is currently facing
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| bool | IsFacingRight = true |
| | whether or not this character is facing east
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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 | Awake () |
| | On awake we init our facing direction and grab components.
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| override void | Initialization () |
| | On Start we reset our CurrentDirection.
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| virtual void | FixedUpdate () |
| virtual void | DetermineFacingDirection () |
| virtual void | ApplyCurrentDirection () |
| | Applies the current direction to the controller.
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| virtual void | ApplyModelRotation () |
| | If the model should rotate, we modify its rotation.
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| virtual void | FlipToFaceMovementDirection () |
| | Flips the object to face direction.
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| virtual void | FlipToFaceWeaponDirection () |
| | Flips the character to face the current weapon direction.
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| virtual void | RotateModel (int direction) |
| | Rotates the model in the specified direction.
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| virtual void | FlipAbilities () |
| | Sends a flip event on all other abilities.
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| virtual void | ComputeRelativeSpeeds () |
| | Computes the relative speeds.
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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 | 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 | 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 void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
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| virtual void | OnRespawn () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
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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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| virtual void | OnDisable () |
| | On disable, we unbind our respawn delegate.
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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.