TopDown Engine v4.5
Loading...
Searching...
No Matches
MoreMountains.TopDownEngine.CharacterShipMovement Class Reference

A class you can use in replacement of the CharacterMovement ability to handle a spaceship like movement, where the vertical axis handles acceleration and deceleration, and the horizontal axis handles rotation. More...

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

Public Member Functions

virtual void SetInput (Vector2 input)
override void ProcessAbility ()
 The second of the 3 passes you can have in your ability. Think of it as Update()
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.
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 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().
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.

Public Attributes

bool InputAuthorized = true
 whether or not movement input is authorized at that time
AnimationCurve AccelerationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1))
 the curve to use to accelerate the character
float AccelerationDuration = 2f
 the duration of the acceleration phase, in seconds
AnimationCurve DecelerationCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1, 0))
 the curve to use to decelerate the character
float DecelerationDuration = 2f
 the duration of the deceleration phase, in seconds
float MaximumSpeed = 5f
 the maximum speed the character can reach
bool DecelerateWhenNoInput = true
 if this is true, the ship will automatically decelerate when no input is pressed
float CurrentSpeed
 the current speed of the character
float RotationSpeed = 75f
 the speed at which the character rotates
Public Attributes inherited from MoreMountains.TopDownEngine.CharacterAbility
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

Protected Member Functions

override void Initialization ()
 Gets and stores components for further use.
override 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 HandleDirection ()
virtual void HandleMovement ()
Protected Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility
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 InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist.
virtual void InternalHandleInput ()
 Internal method to check if an input manager is present or not.
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.

Protected Attributes

float _horizontalMovement
float _verticalMovement
float _time
Vector3 _currentDirection = Vector3.forward
bool _accelerating
bool _decelerating
float _phaseStartT
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

Detailed Description

A class you can use in replacement of the CharacterMovement ability to handle a spaceship like movement, where the vertical axis handles acceleration and deceleration, and the horizontal axis handles rotation.

Member Function Documentation

◆ HandleDirection()

virtual void MoreMountains.TopDownEngine.CharacterShipMovement.HandleDirection ( )
protectedvirtual

◆ HandleInput()

override void MoreMountains.TopDownEngine.CharacterShipMovement.HandleInput ( )
protectedvirtual

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.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ HandleMovement()

virtual void MoreMountains.TopDownEngine.CharacterShipMovement.HandleMovement ( )
protectedvirtual

◆ Initialization()

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

Gets and stores components for further use.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessAbility()

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

The second of the 3 passes you can have in your ability. Think of it as Update()

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ SetInput()

virtual void MoreMountains.TopDownEngine.CharacterShipMovement.SetInput ( Vector2 input)
virtual

Member Data Documentation

◆ _accelerating

bool MoreMountains.TopDownEngine.CharacterShipMovement._accelerating
protected

◆ _currentDirection

Vector3 MoreMountains.TopDownEngine.CharacterShipMovement._currentDirection = Vector3.forward
protected

◆ _decelerating

bool MoreMountains.TopDownEngine.CharacterShipMovement._decelerating
protected

◆ _horizontalMovement

float MoreMountains.TopDownEngine.CharacterShipMovement._horizontalMovement
protected

◆ _phaseStartT

float MoreMountains.TopDownEngine.CharacterShipMovement._phaseStartT
protected

◆ _time

float MoreMountains.TopDownEngine.CharacterShipMovement._time
protected

◆ _verticalMovement

float MoreMountains.TopDownEngine.CharacterShipMovement._verticalMovement
protected

◆ AccelerationCurve

AnimationCurve MoreMountains.TopDownEngine.CharacterShipMovement.AccelerationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1))

the curve to use to accelerate the character

◆ AccelerationDuration

float MoreMountains.TopDownEngine.CharacterShipMovement.AccelerationDuration = 2f

the duration of the acceleration phase, in seconds

◆ CurrentSpeed

float MoreMountains.TopDownEngine.CharacterShipMovement.CurrentSpeed

the current speed of the character

◆ DecelerateWhenNoInput

bool MoreMountains.TopDownEngine.CharacterShipMovement.DecelerateWhenNoInput = true

if this is true, the ship will automatically decelerate when no input is pressed

◆ DecelerationCurve

AnimationCurve MoreMountains.TopDownEngine.CharacterShipMovement.DecelerationCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1, 0))

the curve to use to decelerate the character

◆ DecelerationDuration

float MoreMountains.TopDownEngine.CharacterShipMovement.DecelerationDuration = 2f

the duration of the deceleration phase, in seconds

◆ InputAuthorized

bool MoreMountains.TopDownEngine.CharacterShipMovement.InputAuthorized = true

whether or not movement input is authorized at that time

◆ MaximumSpeed

float MoreMountains.TopDownEngine.CharacterShipMovement.MaximumSpeed = 5f

the maximum speed the character can reach

◆ RotationSpeed

float MoreMountains.TopDownEngine.CharacterShipMovement.RotationSpeed = 75f

the speed at which the character rotates


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterShipMovement.cs