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