TopDown Engine  v3.6
MoreMountains.TopDownEngine.CharacterRotation2D Class Reference

Add this ability to a character and it'll rotate or flip to face the direction of movement or the weapon's, or both, or none Only add this ability to a 2D character More...

Inheritance diagram for MoreMountains.TopDownEngine.CharacterRotation2D:
MoreMountains.TopDownEngine.CharacterAbility MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Types

enum  RotationModes { RotationModes.None, RotationModes.MovementDirection, RotationModes.WeaponDirection, RotationModes.Both }
 the possible rotation modes More...
 
enum  RotationSpeeds { RotationSpeeds.Instant, RotationSpeeds.Smooth, RotationSpeeds.SmoothAbsolute }
 the possible rotation speeds More...
 

Public Member Functions

override void ProcessAbility ()
 Every frame we rotate towards the direction More...
 
override void UpdateAnimator ()
 Sends the current speed and the current value of the Walking state to the animator 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 LateProcessAbility ()
 The last of the 3 passes you can have in your ability. Think of it as LateUpdate() 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 Attributes

RotationModes RotationMode = RotationModes.None
 whether the character should face movement direction, weapon direction, or both, or none More...
 
bool ForcedRotation = false
 whether the character is being applied a forced rotation More...
 
Vector3 ForcedRotationDirection
 the forced rotation applied by an external script More...
 
bool ForcedRotationImpactsWeapon
 whether or not the forced rotation should impact weapon direction More...
 
bool ShouldRotateToFaceMovementDirection = true
 If this is true, we'll rotate our model towards the direction. More...
 
RotationSpeeds MovementRotationSpeed = RotationSpeeds.Instant
 the current rotation mode More...
 
GameObject MovementRotatingModel
 the object we want to rotate towards direction. If left empty, we'll use the Character's model More...
 
float RotateToFaceMovementDirectionSpeed = 10f
 the speed at which to rotate towards direction (smooth and absolute only) More...
 
float AbsoluteThresholdMovement = 0.5f
 the threshold after which we start rotating (absolute mode only) More...
 
Vector3 ModelDirection
 the direction of the model More...
 
Vector3 ModelAngles
 the direction of the model in angle values More...
 
bool ShouldRotateToFaceWeaponDirection = true
 If this is true, we'll rotate our model towards the weapon's direction. More...
 
RotationSpeeds WeaponRotationSpeed = RotationSpeeds.Instant
 the current rotation mode More...
 
GameObject WeaponRotatingModel
 the object we want to rotate towards direction. If left empty, we'll use the Character's model More...
 
float RotateToFaceWeaponDirectionSpeed = 10f
 the speed at which to rotate towards direction (smooth and absolute only) More...
 
float AbsoluteThresholdWeapon = 0.5f
 the threshold after which we start rotating (absolute mode only) 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 model if necessary More...
 
virtual void FixedUpdate ()
 
virtual void RotateToFaceMovementDirection ()
 Rotates the player model to face the current direction More...
 
virtual void RotateToFaceWeaponDirection ()
 Rotates the character so it faces the weapon's direction More...
 
virtual void RotateToFaceForcedRotation ()
 If we have a forced rotation, we apply it More...
 
virtual void RotateModel ()
 Rotates models if needed More...
 
virtual void ComputeRelativeSpeeds ()
 Computes the relative speeds More...
 
override void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist 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 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 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 OnEnable ()
 On enable, we bind our respawn delegate More...
 
virtual void OnDisable ()
 On disable, we unbind our respawn delegate More...
 

Protected Attributes

CharacterHandleWeapon _characterHandleWeapon
 
Vector3 _lastRegisteredVelocity
 
Vector3 _rotationDirection
 
Vector3 _lastMovement = Vector3.zero
 
Vector3 _lastAim = Vector3.zero
 
Vector3 _relativeSpeed
 
Vector3 _relativeSpeedNormalized
 
bool _secondaryMovementTriggered = false
 
Quaternion _tmpRotation
 
Quaternion _newMovementQuaternion
 
Quaternion _newWeaponQuaternion
 
bool _shouldRotateTowardsWeapon
 
int _relativeForwardSpeedAnimationParameter
 
int _relativeLateralSpeedAnimationParameter
 
int _relativeForwardSpeedNormalizedAnimationParameter
 
int _relativeLateralSpeedNormalizedAnimationParameter
 
Vector3 _positionLastFrame
 
Vector3 _newSpeed
 
- 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 _relativeForwardSpeedAnimationParameterName = "RelativeForwardSpeed"
 
const string _relativeLateralSpeedAnimationParameterName = "RelativeLateralSpeed"
 
const string _relativeForwardSpeedNormalizedAnimationParameterName = "RelativeForwardSpeedNormalized"
 
const string _relativeLateralSpeedNormalizedAnimationParameterName = "RelativeLateralSpeedNormalized"
 

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...
 

Detailed Description

Add this ability to a character and it'll rotate or flip to face the direction of movement or the weapon's, or both, or none Only add this ability to a 2D character

Member Enumeration Documentation

◆ RotationModes

the possible rotation modes

Enumerator
None 
MovementDirection 
WeaponDirection 
Both 

◆ RotationSpeeds

the possible rotation speeds

Enumerator
Instant 
Smooth 
SmoothAbsolute 

Member Function Documentation

◆ ComputeRelativeSpeeds()

virtual void MoreMountains.TopDownEngine.CharacterRotation2D.ComputeRelativeSpeeds ( )
protectedvirtual

Computes the relative speeds

◆ FixedUpdate()

virtual void MoreMountains.TopDownEngine.CharacterRotation2D.FixedUpdate ( )
protectedvirtual

◆ Initialization()

override void MoreMountains.TopDownEngine.CharacterRotation2D.Initialization ( )
protectedvirtual

On init we grab our model if necessary

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.TopDownEngine.CharacterRotation2D.InitializeAnimatorParameters ( )
protectedvirtual

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

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessAbility()

override void MoreMountains.TopDownEngine.CharacterRotation2D.ProcessAbility ( )
virtual

Every frame we rotate towards the direction

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ RotateModel()

virtual void MoreMountains.TopDownEngine.CharacterRotation2D.RotateModel ( )
protectedvirtual

Rotates models if needed

◆ RotateToFaceForcedRotation()

virtual void MoreMountains.TopDownEngine.CharacterRotation2D.RotateToFaceForcedRotation ( )
protectedvirtual

If we have a forced rotation, we apply it

◆ RotateToFaceMovementDirection()

virtual void MoreMountains.TopDownEngine.CharacterRotation2D.RotateToFaceMovementDirection ( )
protectedvirtual

Rotates the player model to face the current direction

◆ RotateToFaceWeaponDirection()

virtual void MoreMountains.TopDownEngine.CharacterRotation2D.RotateToFaceWeaponDirection ( )
protectedvirtual

Rotates the character so it faces the weapon's direction

◆ UpdateAnimator()

override void MoreMountains.TopDownEngine.CharacterRotation2D.UpdateAnimator ( )
virtual

Sends the current speed and the current value of the Walking state to the animator

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

Member Data Documentation

◆ _characterHandleWeapon

CharacterHandleWeapon MoreMountains.TopDownEngine.CharacterRotation2D._characterHandleWeapon
protected

◆ _lastAim

Vector3 MoreMountains.TopDownEngine.CharacterRotation2D._lastAim = Vector3.zero
protected

◆ _lastMovement

Vector3 MoreMountains.TopDownEngine.CharacterRotation2D._lastMovement = Vector3.zero
protected

◆ _lastRegisteredVelocity

Vector3 MoreMountains.TopDownEngine.CharacterRotation2D._lastRegisteredVelocity
protected

◆ _newMovementQuaternion

Quaternion MoreMountains.TopDownEngine.CharacterRotation2D._newMovementQuaternion
protected

◆ _newSpeed

Vector3 MoreMountains.TopDownEngine.CharacterRotation2D._newSpeed
protected

◆ _newWeaponQuaternion

Quaternion MoreMountains.TopDownEngine.CharacterRotation2D._newWeaponQuaternion
protected

◆ _positionLastFrame

Vector3 MoreMountains.TopDownEngine.CharacterRotation2D._positionLastFrame
protected

◆ _relativeForwardSpeedAnimationParameter

int MoreMountains.TopDownEngine.CharacterRotation2D._relativeForwardSpeedAnimationParameter
protected

◆ _relativeForwardSpeedAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterRotation2D._relativeForwardSpeedAnimationParameterName = "RelativeForwardSpeed"
staticprotected

◆ _relativeForwardSpeedNormalizedAnimationParameter

int MoreMountains.TopDownEngine.CharacterRotation2D._relativeForwardSpeedNormalizedAnimationParameter
protected

◆ _relativeForwardSpeedNormalizedAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterRotation2D._relativeForwardSpeedNormalizedAnimationParameterName = "RelativeForwardSpeedNormalized"
staticprotected

◆ _relativeLateralSpeedAnimationParameter

int MoreMountains.TopDownEngine.CharacterRotation2D._relativeLateralSpeedAnimationParameter
protected

◆ _relativeLateralSpeedAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterRotation2D._relativeLateralSpeedAnimationParameterName = "RelativeLateralSpeed"
staticprotected

◆ _relativeLateralSpeedNormalizedAnimationParameter

int MoreMountains.TopDownEngine.CharacterRotation2D._relativeLateralSpeedNormalizedAnimationParameter
protected

◆ _relativeLateralSpeedNormalizedAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterRotation2D._relativeLateralSpeedNormalizedAnimationParameterName = "RelativeLateralSpeedNormalized"
staticprotected

◆ _relativeSpeed

Vector3 MoreMountains.TopDownEngine.CharacterRotation2D._relativeSpeed
protected

◆ _relativeSpeedNormalized

Vector3 MoreMountains.TopDownEngine.CharacterRotation2D._relativeSpeedNormalized
protected

◆ _rotationDirection

Vector3 MoreMountains.TopDownEngine.CharacterRotation2D._rotationDirection
protected

◆ _secondaryMovementTriggered

bool MoreMountains.TopDownEngine.CharacterRotation2D._secondaryMovementTriggered = false
protected

◆ _shouldRotateTowardsWeapon

bool MoreMountains.TopDownEngine.CharacterRotation2D._shouldRotateTowardsWeapon
protected

◆ _tmpRotation

Quaternion MoreMountains.TopDownEngine.CharacterRotation2D._tmpRotation
protected

◆ AbsoluteThresholdMovement

float MoreMountains.TopDownEngine.CharacterRotation2D.AbsoluteThresholdMovement = 0.5f

the threshold after which we start rotating (absolute mode only)

◆ AbsoluteThresholdWeapon

float MoreMountains.TopDownEngine.CharacterRotation2D.AbsoluteThresholdWeapon = 0.5f

the threshold after which we start rotating (absolute mode only)

◆ ForcedRotation

bool MoreMountains.TopDownEngine.CharacterRotation2D.ForcedRotation = false

whether the character is being applied a forced rotation

◆ ForcedRotationDirection

Vector3 MoreMountains.TopDownEngine.CharacterRotation2D.ForcedRotationDirection

the forced rotation applied by an external script

◆ ForcedRotationImpactsWeapon

bool MoreMountains.TopDownEngine.CharacterRotation2D.ForcedRotationImpactsWeapon

whether or not the forced rotation should impact weapon direction

◆ ModelAngles

Vector3 MoreMountains.TopDownEngine.CharacterRotation2D.ModelAngles

the direction of the model in angle values

◆ ModelDirection

Vector3 MoreMountains.TopDownEngine.CharacterRotation2D.ModelDirection

the direction of the model

◆ MovementRotatingModel

GameObject MoreMountains.TopDownEngine.CharacterRotation2D.MovementRotatingModel

the object we want to rotate towards direction. If left empty, we'll use the Character's model

◆ MovementRotationSpeed

RotationSpeeds MoreMountains.TopDownEngine.CharacterRotation2D.MovementRotationSpeed = RotationSpeeds.Instant

the current rotation mode

◆ RotateToFaceMovementDirectionSpeed

float MoreMountains.TopDownEngine.CharacterRotation2D.RotateToFaceMovementDirectionSpeed = 10f

the speed at which to rotate towards direction (smooth and absolute only)

◆ RotateToFaceWeaponDirectionSpeed

float MoreMountains.TopDownEngine.CharacterRotation2D.RotateToFaceWeaponDirectionSpeed = 10f

the speed at which to rotate towards direction (smooth and absolute only)

◆ RotationMode

RotationModes MoreMountains.TopDownEngine.CharacterRotation2D.RotationMode = RotationModes.None

whether the character should face movement direction, weapon direction, or both, or none

◆ ShouldRotateToFaceMovementDirection

bool MoreMountains.TopDownEngine.CharacterRotation2D.ShouldRotateToFaceMovementDirection = true

If this is true, we'll rotate our model towards the direction.

◆ ShouldRotateToFaceWeaponDirection

bool MoreMountains.TopDownEngine.CharacterRotation2D.ShouldRotateToFaceWeaponDirection = true

If this is true, we'll rotate our model towards the weapon's direction.

◆ WeaponRotatingModel

GameObject MoreMountains.TopDownEngine.CharacterRotation2D.WeaponRotatingModel

the object we want to rotate towards direction. If left empty, we'll use the Character's model

◆ WeaponRotationSpeed

RotationSpeeds MoreMountains.TopDownEngine.CharacterRotation2D.WeaponRotationSpeed = RotationSpeeds.Instant

the current rotation mode


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