TopDown Engine  v3.6
MoreMountains.TopDownEngine.CharacterPathfinder3D Class Reference

Add this class to a 3D character and it'll be able to navigate a navmesh (if there's one in the scene of course) More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterPathfinder3D:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Types

enum  PathRefreshModes { PathRefreshModes.None, PathRefreshModes.TimeBased, PathRefreshModes.SpeedThresholdBased }
 

Public Member Functions

virtual void InvokeOnPathProgress (int waypointIndex, int waypointsLength, float distance)
 
virtual void SetNewDestination (Transform destinationTransform)
 Sets a new destination the character will pathfind to More...
 
override void ProcessAbility ()
 On Update, we draw the path if needed, determine the next waypoint, and move to it if needed 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 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(). 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

Transform Target
 the target the character should pathfind to More...
 
int AreaMask = ~0
 specifies which area mask is passable by this agent More...
 
float DistanceToWaypointThreshold = 1f
 the distance to waypoint at which the movement is considered complete More...
 
float ClosestPointThreshold = 3f
 if the target point can't be reached, the distance threshold around that point in which to look for an alternative end point More...
 
float MinimumDelayBeforePollingNavmesh = 0.1f
 a minimum delay (in seconds) between two navmesh requests - longer delay means better performance but less accuracy More...
 
PathRefreshModes PathRefreshMode = PathRefreshModes.None
 
float RefreshSpeedThreshold = 1f
 the speed under which the path should be recomputed, usually if the character blocks against an obstacle More...
 
float RefreshInterval = 2f
 the interval at which to refresh the path, in seconds More...
 
bool DebugDrawPath
 whether or not we should draw a debug line to show the current path of the character More...
 
NavMeshPath AgentPath
 the current path More...
 
Vector3[] Waypoints
 a list of waypoints the character will go through More...
 
int NextWaypointIndex
 the index of the next waypoint More...
 
Vector3 NextWaypointDirection
 the direction of the next waypoint More...
 
float DistanceToNextWaypoint
 the distance to the next waypoint 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 Initialization ()
 Gets and stores components for further use More...
 
virtual void MoveController ()
 Moves the controller towards the next point More...
 
virtual void PerformRefresh ()
 
virtual void DeterminePath (Vector3 startingPosition, Vector3 targetPosition, bool ignoreDelay=false)
 Determines the next path position for the agent. NextPosition will be zero if a path couldn't be found More...
 
virtual void DetermineNextWaypoint ()
 Determines the next waypoint based on the distance to it More...
 
virtual void DetermineDistanceToNextWaypoint ()
 Determines the distance to the next waypoint More...
 
virtual void DrawDebugPath ()
 Draws a debug line to show the current path More...
 
- Protected Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility
virtual void Awake ()
 On awake we proceed to pre initializing our ability More...
 
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 InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist 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...
 

Protected Attributes

int _waypoints
 
Vector3 _direction
 
Vector2 _newMovement
 
Vector3 _lastValidTargetPosition
 
Vector3 _closestStartNavmeshPosition
 
Vector3 _closestTargetNavmeshPosition
 
NavMeshHit _navMeshHit
 
bool _pathFound
 
float _lastRequestAt = -Single.MaxValue
 
- 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
 

Events

System.Action< int, int, float > OnPathProgress
 

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...
 

Detailed Description

Add this class to a 3D character and it'll be able to navigate a navmesh (if there's one in the scene of course)

Member Enumeration Documentation

◆ PathRefreshModes

Enumerator
None 
TimeBased 
SpeedThresholdBased 

Member Function Documentation

◆ DetermineDistanceToNextWaypoint()

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.DetermineDistanceToNextWaypoint ( )
protectedvirtual

Determines the distance to the next waypoint

◆ DetermineNextWaypoint()

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.DetermineNextWaypoint ( )
protectedvirtual

Determines the next waypoint based on the distance to it

◆ DeterminePath()

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.DeterminePath ( Vector3  startingPosition,
Vector3  targetPosition,
bool  ignoreDelay = false 
)
protectedvirtual

Determines the next path position for the agent. NextPosition will be zero if a path couldn't be found

Parameters
startingPos
targetPos
Returns


◆ DrawDebugPath()

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.DrawDebugPath ( )
protectedvirtual

Draws a debug line to show the current path

◆ Initialization()

override void MoreMountains.TopDownEngine.CharacterPathfinder3D.Initialization ( )
protectedvirtual

Gets and stores components for further use

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InvokeOnPathProgress()

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.InvokeOnPathProgress ( int  waypointIndex,
int  waypointsLength,
float  distance 
)
virtual

◆ MoveController()

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.MoveController ( )
protectedvirtual

Moves the controller towards the next point

◆ PerformRefresh()

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.PerformRefresh ( )
protectedvirtual

◆ ProcessAbility()

override void MoreMountains.TopDownEngine.CharacterPathfinder3D.ProcessAbility ( )
virtual

On Update, we draw the path if needed, determine the next waypoint, and move to it if needed

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ SetNewDestination()

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.SetNewDestination ( Transform  destinationTransform)
virtual

Sets a new destination the character will pathfind to

Parameters
destinationTransform

Member Data Documentation

◆ _closestStartNavmeshPosition

Vector3 MoreMountains.TopDownEngine.CharacterPathfinder3D._closestStartNavmeshPosition
protected

◆ _closestTargetNavmeshPosition

Vector3 MoreMountains.TopDownEngine.CharacterPathfinder3D._closestTargetNavmeshPosition
protected

◆ _direction

Vector3 MoreMountains.TopDownEngine.CharacterPathfinder3D._direction
protected

◆ _lastRequestAt

float MoreMountains.TopDownEngine.CharacterPathfinder3D._lastRequestAt = -Single.MaxValue
protected

◆ _lastValidTargetPosition

Vector3 MoreMountains.TopDownEngine.CharacterPathfinder3D._lastValidTargetPosition
protected

◆ _navMeshHit

NavMeshHit MoreMountains.TopDownEngine.CharacterPathfinder3D._navMeshHit
protected

◆ _newMovement

Vector2 MoreMountains.TopDownEngine.CharacterPathfinder3D._newMovement
protected

◆ _pathFound

bool MoreMountains.TopDownEngine.CharacterPathfinder3D._pathFound
protected

◆ _waypoints

int MoreMountains.TopDownEngine.CharacterPathfinder3D._waypoints
protected

◆ AgentPath

NavMeshPath MoreMountains.TopDownEngine.CharacterPathfinder3D.AgentPath

the current path

◆ AreaMask

int MoreMountains.TopDownEngine.CharacterPathfinder3D.AreaMask = ~0

specifies which area mask is passable by this agent

◆ ClosestPointThreshold

float MoreMountains.TopDownEngine.CharacterPathfinder3D.ClosestPointThreshold = 3f

if the target point can't be reached, the distance threshold around that point in which to look for an alternative end point

◆ DebugDrawPath

bool MoreMountains.TopDownEngine.CharacterPathfinder3D.DebugDrawPath

whether or not we should draw a debug line to show the current path of the character

◆ DistanceToNextWaypoint

float MoreMountains.TopDownEngine.CharacterPathfinder3D.DistanceToNextWaypoint

the distance to the next waypoint

◆ DistanceToWaypointThreshold

float MoreMountains.TopDownEngine.CharacterPathfinder3D.DistanceToWaypointThreshold = 1f

the distance to waypoint at which the movement is considered complete

◆ MinimumDelayBeforePollingNavmesh

float MoreMountains.TopDownEngine.CharacterPathfinder3D.MinimumDelayBeforePollingNavmesh = 0.1f

a minimum delay (in seconds) between two navmesh requests - longer delay means better performance but less accuracy

◆ NextWaypointDirection

Vector3 MoreMountains.TopDownEngine.CharacterPathfinder3D.NextWaypointDirection

the direction of the next waypoint

◆ NextWaypointIndex

int MoreMountains.TopDownEngine.CharacterPathfinder3D.NextWaypointIndex

the index of the next waypoint

◆ PathRefreshMode

PathRefreshModes MoreMountains.TopDownEngine.CharacterPathfinder3D.PathRefreshMode = PathRefreshModes.None

the chosen mode in which to refresh the path (none : nothing will happen and path will only refresh on set new destination, time based : path will refresh every x seconds, speed threshold based : path will refresh every x seconds if the character's speed is below a certain threshold

◆ RefreshInterval

float MoreMountains.TopDownEngine.CharacterPathfinder3D.RefreshInterval = 2f

the interval at which to refresh the path, in seconds

◆ RefreshSpeedThreshold

float MoreMountains.TopDownEngine.CharacterPathfinder3D.RefreshSpeedThreshold = 1f

the speed under which the path should be recomputed, usually if the character blocks against an obstacle

◆ Target

Transform MoreMountains.TopDownEngine.CharacterPathfinder3D.Target

the target the character should pathfind to

◆ Waypoints

Vector3 [] MoreMountains.TopDownEngine.CharacterPathfinder3D.Waypoints

a list of waypoints the character will go through

Event Documentation

◆ OnPathProgress

System.Action<int, int, float> MoreMountains.TopDownEngine.CharacterPathfinder3D.OnPathProgress

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