TopDown Engine v4.5
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MoreMountains.TopDownEngine.CharacterPathfindToMouse3D Class Reference

This ability, used on a Player character, will let you click on the ground and have the character move to the click's position You'll find a demo of this ability on the LoftSuspendersMouseDriven demo character. You can drag it in the Loft3D demo scene's LevelManager's PlayerPrefabs slot to give it a try. For AIs, look at the MousePathfinderAI3D script instead, and its demo in the MinimalPathfinding3D demo scene. More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterPathfindToMouse3D:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Member Functions

override void ProcessAbility ()
 Every frame we make sure we shouldn't be exiting our run state.
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 UpdateAnimator ()
 Override this to send parameters to the character's animator. This is called once per cycle, by the Character class, after Early, normal and Late process().
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

int MouseButtonIndex = 1
 the index of the mouse button to read input on
MMFeedbacks OnClickFeedbacks
 a feedback to play at the position of the click
bool UIShouldBlockInput = true
 if this is true, a click or tap on a UI element will block the click and won't cause the character to move
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 Initialization ()
 On awake we create a plane to catch our ray.
virtual void DetectMouse ()
 If the mouse is clicked, we cast a ray and if that ray hits the plane we make it the pathfinding target.
Protected Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility
virtual void Awake ()
 On awake we proceed to pre initializing our ability.
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 InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist.
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

CharacterPathfinder3D _characterPathfinder3D
Plane _playerPlane
bool _destinationSet = false
Camera _mainCamera
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

Properties

virtual GameObject Destination [get, set]
Properties inherited from MoreMountains.TopDownEngine.CharacterAbility
virtual bool AbilityAuthorized [get]
virtual bool AbilityInitialized [get]
 whether or not this ability has been initialized

Detailed Description

This ability, used on a Player character, will let you click on the ground and have the character move to the click's position You'll find a demo of this ability on the LoftSuspendersMouseDriven demo character. You can drag it in the Loft3D demo scene's LevelManager's PlayerPrefabs slot to give it a try. For AIs, look at the MousePathfinderAI3D script instead, and its demo in the MinimalPathfinding3D demo scene.

Member Function Documentation

◆ DetectMouse()

virtual void MoreMountains.TopDownEngine.CharacterPathfindToMouse3D.DetectMouse ( )
protectedvirtual

If the mouse is clicked, we cast a ray and if that ray hits the plane we make it the pathfinding target.

◆ Initialization()

override void MoreMountains.TopDownEngine.CharacterPathfindToMouse3D.Initialization ( )
protectedvirtual

On awake we create a plane to catch our ray.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessAbility()

override void MoreMountains.TopDownEngine.CharacterPathfindToMouse3D.ProcessAbility ( )
virtual

Every frame we make sure we shouldn't be exiting our run state.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

Member Data Documentation

◆ _characterPathfinder3D

CharacterPathfinder3D MoreMountains.TopDownEngine.CharacterPathfindToMouse3D._characterPathfinder3D
protected

◆ _destinationSet

bool MoreMountains.TopDownEngine.CharacterPathfindToMouse3D._destinationSet = false
protected

◆ _mainCamera

Camera MoreMountains.TopDownEngine.CharacterPathfindToMouse3D._mainCamera
protected

◆ _playerPlane

Plane MoreMountains.TopDownEngine.CharacterPathfindToMouse3D._playerPlane
protected

◆ MouseButtonIndex

int MoreMountains.TopDownEngine.CharacterPathfindToMouse3D.MouseButtonIndex = 1

the index of the mouse button to read input on

◆ OnClickFeedbacks

MMFeedbacks MoreMountains.TopDownEngine.CharacterPathfindToMouse3D.OnClickFeedbacks

a feedback to play at the position of the click

◆ UIShouldBlockInput

bool MoreMountains.TopDownEngine.CharacterPathfindToMouse3D.UIShouldBlockInput = true

if this is true, a click or tap on a UI element will block the click and won't cause the character to move

Property Documentation

◆ Destination

virtual GameObject MoreMountains.TopDownEngine.CharacterPathfindToMouse3D.Destination
getset

The documentation for this class was generated from the following file: