TopDown Engine v4.5
Loading...
Searching...
No Matches
MoreMountains.TopDownEngine.CharacterPush3D Class Reference

Add this ability to a Character to have it be able to push rigidbodies around Animator parameters : Pushing (bool) More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterPush3D:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Member Functions

override void ProcessAbility ()
 Every frame, handles physics interactions.
override void UpdateAnimator ()
 Sends the current speed and the current value of the pushing state to the animator.
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 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 AllowPhysicsInteractions = true
 if this is true, the controller will be able to apply forces to colliding rigidbodies
float PhysicsInteractionsRaycastLength = 0.05f
 the length of the ray to cast in front of the character to detect pushables
Vector3 PhysicsInteractionsRaycastOffset = Vector3.zero
 the offset to apply to the origin of the physics interaction raycast (by default, the character's collider's center
float PushPower = 1850f
 the force to apply when colliding with rigidbodies
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 ()
 On init, grabs controllers.
virtual void HandlePhysicsInteractions ()
 Checks for a pushable object and applies the specified force.
virtual void HandlePush (TopDownController3D controller3D, RaycastHit hit, Vector3 hitPosition)
 Adds a force to the colliding object at the hit position, to interact with the physics world.
override void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist.
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 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 _pushingAnimationParameter
CharacterController _characterController
RaycastHit _raycastHit
Rigidbody _pushedRigidbody
Vector3 _pushDirection
bool _pushing = 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

Static Protected Attributes

const string _pushingAnimationParameterName = "Pushing"

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 ability to a Character to have it be able to push rigidbodies around Animator parameters : Pushing (bool)

Member Function Documentation

◆ HandlePhysicsInteractions()

virtual void MoreMountains.TopDownEngine.CharacterPush3D.HandlePhysicsInteractions ( )
protectedvirtual

Checks for a pushable object and applies the specified force.

◆ HandlePush()

virtual void MoreMountains.TopDownEngine.CharacterPush3D.HandlePush ( TopDownController3D controller3D,
RaycastHit hit,
Vector3 hitPosition )
protectedvirtual

Adds a force to the colliding object at the hit position, to interact with the physics world.

Parameters
hit
hitPosition

◆ Initialization()

override void MoreMountains.TopDownEngine.CharacterPush3D.Initialization ( )
protectedvirtual

On init, grabs controllers.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.TopDownEngine.CharacterPush3D.InitializeAnimatorParameters ( )
protectedvirtual

Adds required animator parameters to the animator parameters list if they exist.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessAbility()

override void MoreMountains.TopDownEngine.CharacterPush3D.ProcessAbility ( )
virtual

Every frame, handles physics interactions.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ UpdateAnimator()

override void MoreMountains.TopDownEngine.CharacterPush3D.UpdateAnimator ( )
virtual

Sends the current speed and the current value of the pushing state to the animator.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

Member Data Documentation

◆ _characterController

CharacterController MoreMountains.TopDownEngine.CharacterPush3D._characterController
protected

◆ _pushDirection

Vector3 MoreMountains.TopDownEngine.CharacterPush3D._pushDirection
protected

◆ _pushedRigidbody

Rigidbody MoreMountains.TopDownEngine.CharacterPush3D._pushedRigidbody
protected

◆ _pushing

bool MoreMountains.TopDownEngine.CharacterPush3D._pushing = false
protected

◆ _pushingAnimationParameter

int MoreMountains.TopDownEngine.CharacterPush3D._pushingAnimationParameter
protected

◆ _pushingAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterPush3D._pushingAnimationParameterName = "Pushing"
staticprotected

◆ _raycastHit

RaycastHit MoreMountains.TopDownEngine.CharacterPush3D._raycastHit
protected

◆ AllowPhysicsInteractions

bool MoreMountains.TopDownEngine.CharacterPush3D.AllowPhysicsInteractions = true

if this is true, the controller will be able to apply forces to colliding rigidbodies

◆ PhysicsInteractionsRaycastLength

float MoreMountains.TopDownEngine.CharacterPush3D.PhysicsInteractionsRaycastLength = 0.05f

the length of the ray to cast in front of the character to detect pushables

◆ PhysicsInteractionsRaycastOffset

Vector3 MoreMountains.TopDownEngine.CharacterPush3D.PhysicsInteractionsRaycastOffset = Vector3.zero

the offset to apply to the origin of the physics interaction raycast (by default, the character's collider's center

◆ PushPower

float MoreMountains.TopDownEngine.CharacterPush3D.PushPower = 1850f

the force to apply when colliding with rigidbodies


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterPush3D.cs