TopDown Engine
v4.1
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Add this component to a character and it'll be able to activate/desactivate the pause More...
Public Member Functions | |
override string | HelpBoxText () |
This method is only used to display a helpbox text at the beginning of the ability's inspector. More... | |
virtual void | PauseCharacter () |
Puts the character in the pause state More... | |
virtual void | UnPauseCharacter () |
Restores the character to the state it was in before the pause. More... | |
Public Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility | |
delegate void | AbilityEvent () |
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 | ProcessAbility () |
The second of the 3 passes you can have in your ability. Think of it as Update() 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 | |
bool | MuteSfxTrackSounds = true |
whether or not to mute the sfx track when the game pauses, and to unmute it when it unpauses More... | |
bool | MuteUITrackSounds = false |
whether or not to mute the UI track when the game pauses, and to unmute it when it unpauses More... | |
bool | MuteMusicTrackSounds = false |
whether or not to mute the music track when the game pauses, and to unmute it when it unpauses More... | |
bool | MuteMasterTrackSounds = false |
whether or not to mute the master track when the game pauses, and to unmute it when it unpauses More... | |
UnityEvent | OnPause |
a UnityEvent that will trigger when the game pauses More... | |
UnityEvent | OnUnpause |
a UnityEvent that will trigger when the game unpauses 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 | HandleInput () |
Every frame, we check the input to see if we need to pause/unpause the game More... | |
virtual void | TriggerPause () |
If the pause button has been pressed, we change the pause state 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 | Initialization () |
Gets and stores components for further use 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 | 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... | |
Additional Inherited Members | |
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 inherited from MoreMountains.TopDownEngine.CharacterAbility | |
virtual bool | AbilityAuthorized [get] |
virtual bool | AbilityInitialized [get] |
whether or not this ability has been initialized More... | |
Add this component to a character and it'll be able to activate/desactivate the pause
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protectedvirtual |
Every frame, we check the input to see if we need to pause/unpause the game
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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virtual |
This method is only used to display a helpbox text at the beginning of the ability's inspector.
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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virtual |
Puts the character in the pause state
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protectedvirtual |
If the pause button has been pressed, we change the pause state
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virtual |
Restores the character to the state it was in before the pause.
bool MoreMountains.TopDownEngine.CharacterPause.MuteMasterTrackSounds = false |
whether or not to mute the master track when the game pauses, and to unmute it when it unpauses
bool MoreMountains.TopDownEngine.CharacterPause.MuteMusicTrackSounds = false |
whether or not to mute the music track when the game pauses, and to unmute it when it unpauses
bool MoreMountains.TopDownEngine.CharacterPause.MuteSfxTrackSounds = true |
whether or not to mute the sfx track when the game pauses, and to unmute it when it unpauses
bool MoreMountains.TopDownEngine.CharacterPause.MuteUITrackSounds = false |
whether or not to mute the UI track when the game pauses, and to unmute it when it unpauses
UnityEvent MoreMountains.TopDownEngine.CharacterPause.OnPause |
a UnityEvent that will trigger when the game pauses
UnityEvent MoreMountains.TopDownEngine.CharacterPause.OnUnpause |
a UnityEvent that will trigger when the game unpauses