TopDown Engine v4.5
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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 { None , TimeBased , SpeedThresholdBased }

Public Member Functions

virtual void InvokeOnPathProgress (int waypointIndex, int waypointsLength, float distance)
virtual void SetNewDestination (Transform destinationTransform, bool shouldMoveToTarget=true)
 Sets a new destination the character will pathfind to.
virtual void SetNewDestination (Vector3 destinationPosition, bool shouldMoveToTarget=true)
 Sets a new destination the character will pathfind to.
virtual void StopPathfinding ()
 Stops the character.
virtual void CleanTarget ()
override void ProcessAbility ()
 On Update, we draw the path if needed, determine the next waypoint, and move to it if needed.
virtual bool PathExists (Vector3 startingPosition, Vector3 targetPosition)
 Returns true if a path exists between two points.
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

Transform Target
 the target the character should pathfind to
bool ShouldMoveToTarget = true
 if this is true, the agent will try and move to the target if one is set
int AreaMask = ~0
 specifies which area mask is passable by this agent
float DistanceToWaypointThreshold = 1f
 the distance to waypoint at which the movement is considered complete
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
float MinimumDelayBeforePollingNavmesh = 0.1f
 a minimum delay (in seconds) between two navmesh requests - longer delay means better performance but less accuracy
PathRefreshModes PathRefreshMode = PathRefreshModes.None
float RefreshSpeedThreshold = 1f
 the speed under which the path should be recomputed, usually if the character blocks against an obstacle
float RefreshInterval = 2f
 the interval at which to refresh the path, in seconds
bool DebugDrawPath
 whether or not we should draw a debug line to show the current path of the character
NavMeshPath AgentPath
 the current path
Vector3[] Waypoints
 a list of waypoints the character will go through
bool TargetPositionSet
 whether or not a TargetPosition has been set
Vector3 TargetPosition
 the current target destination
int NextWaypointIndex
 the index of the next waypoint
Vector3 NextWaypointDirection
 the direction of the next waypoint
float DistanceToNextWaypoint
 the distance to the next waypoint
Transform DebugTargetTransform
bool DebugSetTargetTransformAsDestinationBtn
Vector3 DebugTargetPosition
bool DebugSetTargetPositionAsDestinationBtn
bool StopPathfindingBtn
bool CleanTargetBtn
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 ()
 Gets and stores components for further use.
virtual void MoveController ()
 Moves the controller towards the next point.
virtual void PerformRefresh ()
virtual Vector3 FindClosestPositionOnNavmesh (Vector3 somePosition)
 Returns the closest position on the navmesh to the specified position.
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.
virtual void DetermineNextWaypoint ()
 Determines the next waypoint based on the distance to it.
virtual void DetermineDistanceToNextWaypoint ()
 Determines the distance to the next waypoint.
virtual void DrawDebugPath ()
 Draws a debug line to show the current path.
virtual void DebugSetTargetTransformAsDestination ()
virtual void DebugSetTargetPositionAsDestination ()
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

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

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

◆ CleanTarget()

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.CleanTarget ( )
virtual

◆ DebugSetTargetPositionAsDestination()

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

◆ DebugSetTargetTransformAsDestination()

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

◆ 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.

◆ FindClosestPositionOnNavmesh()

virtual Vector3 MoreMountains.TopDownEngine.CharacterPathfinder3D.FindClosestPositionOnNavmesh ( Vector3 somePosition)
protectedvirtual

Returns the closest position on the navmesh to the specified position.

Parameters
somePosition
Returns

◆ 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.

◆ PathExists()

virtual bool MoreMountains.TopDownEngine.CharacterPathfinder3D.PathExists ( Vector3 startingPosition,
Vector3 targetPosition )
virtual

Returns true if a path exists between two points.

Parameters
startingPosition
targetPosition
Returns

◆ 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() [1/2]

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.SetNewDestination ( Transform destinationTransform,
bool shouldMoveToTarget = true )
virtual

Sets a new destination the character will pathfind to.

Parameters
destinationTransform

◆ SetNewDestination() [2/2]

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.SetNewDestination ( Vector3 destinationPosition,
bool shouldMoveToTarget = true )
virtual

Sets a new destination the character will pathfind to.

Parameters
destinationTransform

◆ StopPathfinding()

virtual void MoreMountains.TopDownEngine.CharacterPathfinder3D.StopPathfinding ( )
virtual

Stops the character.

Member Data Documentation

◆ _closestStartNavmeshPosition

Vector3 MoreMountains.TopDownEngine.CharacterPathfinder3D._closestStartNavmeshPosition
protected

◆ _closestTargetNavmeshPosition

Vector3 MoreMountains.TopDownEngine.CharacterPathfinder3D._closestTargetNavmeshPosition
protected

◆ _direction

Vector3 MoreMountains.TopDownEngine.CharacterPathfinder3D._direction
protected

◆ _initialized

bool MoreMountains.TopDownEngine.CharacterPathfinder3D._initialized = false
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

◆ CleanTargetBtn

bool MoreMountains.TopDownEngine.CharacterPathfinder3D.CleanTargetBtn

◆ 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

◆ DebugSetTargetPositionAsDestinationBtn

bool MoreMountains.TopDownEngine.CharacterPathfinder3D.DebugSetTargetPositionAsDestinationBtn

◆ DebugSetTargetTransformAsDestinationBtn

bool MoreMountains.TopDownEngine.CharacterPathfinder3D.DebugSetTargetTransformAsDestinationBtn

◆ DebugTargetPosition

Vector3 MoreMountains.TopDownEngine.CharacterPathfinder3D.DebugTargetPosition

◆ DebugTargetTransform

Transform MoreMountains.TopDownEngine.CharacterPathfinder3D.DebugTargetTransform

◆ 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

◆ ShouldMoveToTarget

bool MoreMountains.TopDownEngine.CharacterPathfinder3D.ShouldMoveToTarget = true

if this is true, the agent will try and move to the target if one is set

◆ StopPathfindingBtn

bool MoreMountains.TopDownEngine.CharacterPathfinder3D.StopPathfindingBtn

◆ Target

Transform MoreMountains.TopDownEngine.CharacterPathfinder3D.Target

the target the character should pathfind to

◆ TargetPosition

Vector3 MoreMountains.TopDownEngine.CharacterPathfinder3D.TargetPosition

the current target destination

◆ TargetPositionSet

bool MoreMountains.TopDownEngine.CharacterPathfinder3D.TargetPositionSet

whether or not a TargetPosition has been set

◆ 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:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterPathfinder3D.cs