TopDown Engine
v4.0
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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...
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... | |
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... | |
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
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Computes the relative speeds
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On init we grab our model if necessary
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Every frame we rotate towards the direction
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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Rotates models if needed
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If we have a forced rotation, we apply it
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Rotates the player model to face the current direction
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Rotates the character so it faces the weapon's direction
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Sends the current speed and the current value of the Walking state to the animator
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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float MoreMountains.TopDownEngine.CharacterRotation2D.AbsoluteThresholdMovement = 0.5f |
the threshold after which we start rotating (absolute mode only)
float MoreMountains.TopDownEngine.CharacterRotation2D.AbsoluteThresholdWeapon = 0.5f |
the threshold after which we start rotating (absolute mode only)
bool MoreMountains.TopDownEngine.CharacterRotation2D.ForcedRotation = false |
whether the character is being applied a forced rotation
Vector3 MoreMountains.TopDownEngine.CharacterRotation2D.ForcedRotationDirection |
the forced rotation applied by an external script
bool MoreMountains.TopDownEngine.CharacterRotation2D.ForcedRotationImpactsWeapon |
whether or not the forced rotation should impact weapon direction
Vector3 MoreMountains.TopDownEngine.CharacterRotation2D.ModelAngles |
the direction of the model in angle values
Vector3 MoreMountains.TopDownEngine.CharacterRotation2D.ModelDirection |
the direction of the model
GameObject MoreMountains.TopDownEngine.CharacterRotation2D.MovementRotatingModel |
the object we want to rotate towards direction. If left empty, we'll use the Character's model
RotationSpeeds MoreMountains.TopDownEngine.CharacterRotation2D.MovementRotationSpeed = RotationSpeeds.Instant |
the current rotation mode
float MoreMountains.TopDownEngine.CharacterRotation2D.RotateToFaceMovementDirectionSpeed = 10f |
the speed at which to rotate towards direction (smooth and absolute only)
float MoreMountains.TopDownEngine.CharacterRotation2D.RotateToFaceWeaponDirectionSpeed = 10f |
the speed at which to rotate towards direction (smooth and absolute only)
RotationModes MoreMountains.TopDownEngine.CharacterRotation2D.RotationMode = RotationModes.None |
whether the character should face movement direction, weapon direction, or both, or none
bool MoreMountains.TopDownEngine.CharacterRotation2D.ShouldRotateToFaceMovementDirection = true |
If this is true, we'll rotate our model towards the direction.
bool MoreMountains.TopDownEngine.CharacterRotation2D.ShouldRotateToFaceWeaponDirection = true |
If this is true, we'll rotate our model towards the weapon's direction.
GameObject MoreMountains.TopDownEngine.CharacterRotation2D.WeaponRotatingModel |
the object we want to rotate towards direction. If left empty, we'll use the Character's model
RotationSpeeds MoreMountains.TopDownEngine.CharacterRotation2D.WeaponRotationSpeed = RotationSpeeds.Instant |
the current rotation mode