TopDown Engine
v3.6
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An ability that will let the Character rotate its associated camera, using the PlayerID_CameraRotationAxis input axis 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 | SetCameraAngle (float newAngle) |
If InputAuthorized is false, you can use this method to force a camera angle from another script More... | |
override void | ProcessAbility () |
Every frame we rotate the camera More... | |
virtual void | OnMMEvent (TopDownEngineEvent engineEvent) |
Forces a new init of the camera on level start 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 | 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< TopDownEngineEvent > | |
void | OnMMEvent (T eventType) |
Public Attributes | |
Space | RotationSpace = Space.World |
the space in which to rotate the camera (usually world) More... | |
Vector3 | RotationForward = Vector3.forward |
the camera's forward vector, usually 0,0,1 More... | |
Vector3 | RotationAxis = Vector3.up |
the axis on which to rotate the camera (usually 0,1,0 in 3D, 0,0,1 in 2D) More... | |
float | CameraRotationSpeed = 3f |
the speed at which the camera should rotate More... | |
float | CameraInterpolationSpeed = 0.2f |
the speed at which the camera should interpolate towards its target position More... | |
bool | InputAuthorized = true |
if this is false, this ability won't read input More... | |
bool | AutoSetupInputManager = true |
whether or not this ability should make changes on the InputManager to set it in camera driven input mode 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 | Initialization () |
On init we grab our camera and setup our input manager if needed More... | |
virtual IEnumerator | DelayedInitialization () |
Because Cinemachine only initializes in LateUpdate, and doesn't offer events to know when it'll be ready, we wait a bit for it to be done More... | |
virtual void | GetCurrentCamera () |
Stores the current camera More... | |
override void | HandleInput () |
Reads input to know the requested rotation angle for the camera More... | |
virtual void | RotateCamera () |
Changes the rotation of the camera to match input 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 | 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 | OnDisable () |
On disable, we unbind our respawn delegate More... | |
Protected Attributes | |
float | _requestedCameraAngle = 0f |
Camera | _mainCamera |
float | _targetRotationAngle |
Vector3 | _cameraDirection |
float | _cameraDirectionAngle |
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 |
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 More... | |
An ability that will let the Character rotate its associated camera, using the PlayerID_CameraRotationAxis input axis
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protectedvirtual |
Because Cinemachine only initializes in LateUpdate, and doesn't offer events to know when it'll be ready, we wait a bit for it to be done
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protectedvirtual |
Stores the current camera
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protectedvirtual |
Reads input to know the requested rotation angle for the camera
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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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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protectedvirtual |
On init we grab our camera and setup our input manager if needed
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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protectedvirtual |
On disable we stop listening for events
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protectedvirtual |
On enable we start listening for events
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Forces a new init of the camera on level start
engineEvent |
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Every frame we rotate the camera
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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protectedvirtual |
Changes the rotation of the camera to match input
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virtual |
If InputAuthorized is false, you can use this method to force a camera angle from another script
newAngle |
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bool MoreMountains.TopDownEngine.CharacterRotateCamera.AutoSetupInputManager = true |
whether or not this ability should make changes on the InputManager to set it in camera driven input mode
float MoreMountains.TopDownEngine.CharacterRotateCamera.CameraInterpolationSpeed = 0.2f |
the speed at which the camera should interpolate towards its target position
float MoreMountains.TopDownEngine.CharacterRotateCamera.CameraRotationSpeed = 3f |
the speed at which the camera should rotate
bool MoreMountains.TopDownEngine.CharacterRotateCamera.InputAuthorized = true |
if this is false, this ability won't read input
Vector3 MoreMountains.TopDownEngine.CharacterRotateCamera.RotationAxis = Vector3.up |
the axis on which to rotate the camera (usually 0,1,0 in 3D, 0,0,1 in 2D)
Vector3 MoreMountains.TopDownEngine.CharacterRotateCamera.RotationForward = Vector3.forward |
the camera's forward vector, usually 0,0,1
Space MoreMountains.TopDownEngine.CharacterRotateCamera.RotationSpace = Space.World |
the space in which to rotate the camera (usually world)