Add this ability to a Character to have it be able to push rigidbodies around Animator parameters : Pushing (bool)
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| override void | ProcessAbility () |
| | Every frame, handles physics interactions.
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| override void | UpdateAnimator () |
| | Sends the current speed and the current value of the pushing state to the animator.
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| delegate void | AbilityEvent () |
| virtual string | HelpBoxText () |
| | This method is only used to display a helpbox text at the beginning of the ability's inspector.
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| virtual void | ForceInitialization () |
| | Call this any time you want to force this ability to initialize (again)
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| virtual void | ResetInput () |
| | Resets all input for this ability. Can be overridden for ability specific directives.
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| virtual void | EarlyProcessAbility () |
| | The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed.
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| virtual void | LateProcessAbility () |
| | The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
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| virtual void | PermitAbility (bool abilityPermitted) |
| | Changes the status of the ability's permission.
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| virtual void | Flip () |
| | Override this to specify what should happen in this ability when the character flips.
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| 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.
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| virtual void | SetInputManager (InputManager newInputManager) |
| | Changes the reference to the input manager with the one set in parameters.
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| virtual void | PlayAbilityStartSfx () |
| | Plays the ability start sound effect.
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| virtual void | PlayAbilityUsedSfx () |
| | Plays the ability used sound effect.
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| virtual void | StopAbilityUsedSfx () |
| | Stops the ability used sound effect.
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| virtual void | PlayAbilityStopSfx () |
| | Plays the ability stop sound effect.
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| virtual void | PlayAbilityStartFeedbacks () |
| | Plays the ability start sound effect.
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| virtual void | StopStartFeedbacks () |
| | Stops the ability used sound effect.
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| virtual void | PlayAbilityStopFeedbacks () |
| | Plays the ability stop sound effect.
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| bool | AllowPhysicsInteractions = true |
| | if this is true, the controller will be able to apply forces to colliding rigidbodies
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| float | PhysicsInteractionsRaycastLength = 0.05f |
| | the length of the ray to cast in front of the character to detect pushables
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| Vector3 | PhysicsInteractionsRaycastOffset = Vector3.zero |
| | the offset to apply to the origin of the physics interaction raycast (by default, the character's collider's center
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| float | PushPower = 1850f |
| | the force to apply when colliding with rigidbodies
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| AudioClip | AbilityStartSfx |
| | the sound fx to play when the ability starts
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| AudioClip | AbilityInProgressSfx |
| | the sound fx to play while the ability is running
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| AudioClip | AbilityStopSfx |
| | the sound fx to play when the ability stops
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| MMFeedbacks | AbilityStartFeedbacks |
| | the feedbacks to play when the ability starts
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| MMFeedbacks | AbilityStopFeedbacks |
| | the feedbacks to play when the ability stops
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| 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
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| 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.
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| 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.
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| 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.
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| AbilityEvent | OnAbilityStart |
| AbilityEvent | OnAbilityStop |
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| override void | Initialization () |
| | On init, grabs controllers.
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| virtual void | HandlePhysicsInteractions () |
| | Checks for a pushable object and applies the specified force.
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| 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.
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| override void | InitializeAnimatorParameters () |
| | Adds required animator parameters to the animator parameters list if they exist.
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| virtual void | Awake () |
| | On awake we proceed to pre initializing our ability.
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| virtual void | Start () |
| | On Start(), we call the ability's intialization.
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| virtual void | PreInitialization () |
| | A method you can override to have an initialization before the actual initialization.
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| virtual void | BindAnimator () |
| | Binds the animator from the character and initializes the animator parameters.
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| virtual void | InternalHandleInput () |
| | Internal method to check if an input manager is present or not.
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| 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.
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| virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
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| virtual void | OnRespawn () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnHit () |
| | Override this to describe what should happen to this ability when the character takes a hit.
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| virtual void | OnEnable () |
| | On enable, we bind our respawn delegate.
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| virtual void | OnDisable () |
| | On disable, we unbind our respawn delegate.
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Add this ability to a Character to have it be able to push rigidbodies around Animator parameters : Pushing (bool)
◆ HandlePhysicsInteractions()
| virtual void MoreMountains.TopDownEngine.CharacterPush3D.HandlePhysicsInteractions |
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protectedvirtual |
Checks for a pushable object and applies the specified force.
◆ HandlePush()
| virtual void MoreMountains.TopDownEngine.CharacterPush3D.HandlePush |
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TopDownController3D | controller3D, |
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RaycastHit | hit, |
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Vector3 | hitPosition ) |
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protectedvirtual |
Adds a force to the colliding object at the hit position, to interact with the physics world.
- Parameters
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◆ Initialization()
| override void MoreMountains.TopDownEngine.CharacterPush3D.Initialization |
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protectedvirtual |
◆ InitializeAnimatorParameters()
| override void MoreMountains.TopDownEngine.CharacterPush3D.InitializeAnimatorParameters |
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protectedvirtual |
◆ ProcessAbility()
| override void MoreMountains.TopDownEngine.CharacterPush3D.ProcessAbility |
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◆ UpdateAnimator()
| override void MoreMountains.TopDownEngine.CharacterPush3D.UpdateAnimator |
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◆ _characterController
| CharacterController MoreMountains.TopDownEngine.CharacterPush3D._characterController |
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◆ _pushDirection
| Vector3 MoreMountains.TopDownEngine.CharacterPush3D._pushDirection |
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protected |
◆ _pushedRigidbody
| Rigidbody MoreMountains.TopDownEngine.CharacterPush3D._pushedRigidbody |
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◆ _pushing
| bool MoreMountains.TopDownEngine.CharacterPush3D._pushing = false |
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◆ _pushingAnimationParameter
| int MoreMountains.TopDownEngine.CharacterPush3D._pushingAnimationParameter |
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◆ _pushingAnimationParameterName
| const string MoreMountains.TopDownEngine.CharacterPush3D._pushingAnimationParameterName = "Pushing" |
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staticprotected |
◆ _raycastHit
| RaycastHit MoreMountains.TopDownEngine.CharacterPush3D._raycastHit |
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◆ 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