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

Add this component to a Character and it'll persist with its exact current state when transitioning to a new scene. It'll be automatically passed to the new scene's LevelManager to be used as this scene's main character. It'll keep the exact state all its components are in at the moment they finish the level. Its health, enabled abilities, component values, equipped weapons, new components you may have added, etc, will all remain once in the new scene. Animator parameters : None More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterPersistence:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.Tools.MMEventListener< MMGameEvent > MoreMountains.Tools.MMEventListener< TopDownEngineEvent > MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Member Functions

virtual void OnMMEvent (MMGameEvent gameEvent)
 When we get a save request, we store our character in the game manager for future use More...
 
virtual void OnMMEvent (TopDownEngineEvent engineEvent)
 When we get a TopDown Engine event, we act on it More...
 
virtual void ClearSavedCharacter ()
 Clears any saved character that may have been stored in the GameManager 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 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 Member Functions inherited from MoreMountains.Tools.MMEventListener< MMGameEvent >
void OnMMEvent (T eventType)
 
- Public Member Functions inherited from MoreMountains.Tools.MMEventListener< TopDownEngineEvent >
void OnMMEvent (T eventType)
 

Protected Member Functions

override void Initialization ()
 On Start(), we prevent our character from being destroyed if needed More...
 
override void OnDeath ()
 Override this to describe what should happen to this ability when the character respawns More...
 
virtual void SaveCharacter ()
 Saves to the game manager a reference to our character More...
 
override void OnEnable ()
 On enable we start listening for events More...
 
virtual void OnDestroy ()
 On disable we stop listening for events 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 OnHit ()
 Override this to describe what should happen to this ability when the character takes a hit More...
 
virtual void OnDisable ()
 On disable, we unbind our respawn delegate More...
 

Properties

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

Additional Inherited Members

- 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 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
 

Detailed Description

Add this component to a Character and it'll persist with its exact current state when transitioning to a new scene. It'll be automatically passed to the new scene's LevelManager to be used as this scene's main character. It'll keep the exact state all its components are in at the moment they finish the level. Its health, enabled abilities, component values, equipped weapons, new components you may have added, etc, will all remain once in the new scene. Animator parameters : None

Member Function Documentation

◆ ClearSavedCharacter()

virtual void MoreMountains.TopDownEngine.CharacterPersistence.ClearSavedCharacter ( )
virtual

Clears any saved character that may have been stored in the GameManager

◆ Initialization()

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

On Start(), we prevent our character from being destroyed if needed

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ OnDeath()

override void MoreMountains.TopDownEngine.CharacterPersistence.OnDeath ( )
protectedvirtual

Override this to describe what should happen to this ability when the character respawns

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ OnDestroy()

virtual void MoreMountains.TopDownEngine.CharacterPersistence.OnDestroy ( )
protectedvirtual

On disable we stop listening for events

◆ OnEnable()

override void MoreMountains.TopDownEngine.CharacterPersistence.OnEnable ( )
protectedvirtual

On enable we start listening for events

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ OnMMEvent() [1/2]

virtual void MoreMountains.TopDownEngine.CharacterPersistence.OnMMEvent ( MMGameEvent  gameEvent)
virtual

When we get a save request, we store our character in the game manager for future use

Parameters
gameEvent

◆ OnMMEvent() [2/2]

virtual void MoreMountains.TopDownEngine.CharacterPersistence.OnMMEvent ( TopDownEngineEvent  engineEvent)
virtual

When we get a TopDown Engine event, we act on it

Parameters
gameEvent

◆ SaveCharacter()

virtual void MoreMountains.TopDownEngine.CharacterPersistence.SaveCharacter ( )
protectedvirtual

Saves to the game manager a reference to our character

Property Documentation

◆ Initialized

virtual bool MoreMountains.TopDownEngine.CharacterPersistence.Initialized
getset

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