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

Add this component to a character and it'll be able to activate/desactivate the pause. More...

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

Public Member Functions

override string HelpBoxText ()
 This method is only used to display a helpbox text at the beginning of the ability's inspector.
virtual void PauseCharacter ()
 Puts the character in the pause state.
virtual void UnPauseCharacter ()
 Restores the character to the state it was in before the pause.
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)
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 ProcessAbility ()
 The second of the 3 passes you can have in your ability. Think of it as Update()
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

bool MuteSfxTrackSounds = true
 whether or not to mute the sfx track when the game pauses, and to unmute it when it unpauses
bool MuteUITrackSounds = false
 whether or not to mute the UI track when the game pauses, and to unmute it when it unpauses
bool MuteMusicTrackSounds = false
 whether or not to mute the music track when the game pauses, and to unmute it when it unpauses
bool MuteMasterTrackSounds = false
 whether or not to mute the master track when the game pauses, and to unmute it when it unpauses
UnityEvent OnPause
 a UnityEvent that will trigger when the game pauses
UnityEvent OnUnpause
 a UnityEvent that will trigger when the game unpauses
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 HandleInput ()
 Every frame, we check the input to see if we need to pause/unpause the game.
virtual void TriggerPause ()
 If the pause button has been pressed, we change the pause state.
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 Initialization ()
 Gets and stores components for further use.
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 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.

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

Detailed Description

Add this component to a character and it'll be able to activate/desactivate the pause.

Member Function Documentation

◆ HandleInput()

override void MoreMountains.TopDownEngine.CharacterPause.HandleInput ( )
protectedvirtual

Every frame, we check the input to see if we need to pause/unpause the game.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ HelpBoxText()

override string MoreMountains.TopDownEngine.CharacterPause.HelpBoxText ( )
virtual

This method is only used to display a helpbox text at the beginning of the ability's inspector.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ PauseCharacter()

virtual void MoreMountains.TopDownEngine.CharacterPause.PauseCharacter ( )
virtual

Puts the character in the pause state.

◆ TriggerPause()

virtual void MoreMountains.TopDownEngine.CharacterPause.TriggerPause ( )
protectedvirtual

If the pause button has been pressed, we change the pause state.

◆ UnPauseCharacter()

virtual void MoreMountains.TopDownEngine.CharacterPause.UnPauseCharacter ( )
virtual

Restores the character to the state it was in before the pause.

Member Data Documentation

◆ MuteMasterTrackSounds

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

◆ MuteMusicTrackSounds

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

◆ MuteSfxTrackSounds

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

◆ MuteUITrackSounds

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

◆ OnPause

UnityEvent MoreMountains.TopDownEngine.CharacterPause.OnPause

a UnityEvent that will trigger when the game pauses

◆ OnUnpause

UnityEvent MoreMountains.TopDownEngine.CharacterPause.OnUnpause

a UnityEvent that will trigger when the game unpauses


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterPause.cs