TopDown Engine v4.5
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MoreMountains.TopDownEngine.CharacterStun Class Reference

Add this component to a character and it'll be able to be stunned. To stun a character, simply call its Stun or StunFor methods. You'll find test buttons at the bottom of this component's inspector. You can also use StunZones to stun your characters. Animator parameters : Stunned (bool) More...

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

Public Member Functions

override string HelpBoxText ()
 This method is only used to display a helpbox text at the beginning of the ability's inspector.
virtual void Stun ()
 Stuns the character.
virtual void StunFor (float duration)
 Stuns the character for the specified duration.
virtual void ExitStun ()
 Exits stun, resetting condition to the previous one.
override void UpdateAnimator ()
 At the end of each cycle, we send our Running status to the character's animator.
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)
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 ProcessAbility ()
 The second of the 3 passes you can have in your ability. Think of it as Update()
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.

Public Attributes

WeaponIK BoundWeaponIK
 a weapon IK to pilot when stunned
bool DetachLeftHand = false
 whether or not to detach the left hand of the character from IK when stunned
bool DetachRightHand = false
 whether or not to detach the right hand of the character from IK when stunned
bool DisableAimWeaponModelAtTargetDuringStun = false
 whether or not to disable the weapon model when stunned
List< WeaponModelWeaponModels
 the list of weapon models to disable when stunned
bool StunButton
 a test button to stun this character
bool ExitStunButton
 a test button to exit stun on this character
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

virtual IEnumerator StunCoroutine (float duration)
 Stuns the character, waits for the specified duration, then exits stun.
virtual void DetachIK ()
 Detaches IK.
virtual void AttachIK ()
 Attaches IK.
override void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist.
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 Initialization ()
 Gets and stores components for further use.
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.

Protected Attributes

int _stunnedAnimationParameter
Coroutine _stunCoroutine
CharacterStates.CharacterConditions _previousCondition
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 _stunnedAnimationParameterName = "Stunned"

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

Add this component to a character and it'll be able to be stunned. To stun a character, simply call its Stun or StunFor methods. You'll find test buttons at the bottom of this component's inspector. You can also use StunZones to stun your characters. Animator parameters : Stunned (bool)

Member Function Documentation

◆ AttachIK()

virtual void MoreMountains.TopDownEngine.CharacterStun.AttachIK ( )
protectedvirtual

Attaches IK.

◆ DetachIK()

virtual void MoreMountains.TopDownEngine.CharacterStun.DetachIK ( )
protectedvirtual

Detaches IK.

◆ ExitStun()

virtual void MoreMountains.TopDownEngine.CharacterStun.ExitStun ( )
virtual

Exits stun, resetting condition to the previous one.

◆ HelpBoxText()

override string MoreMountains.TopDownEngine.CharacterStun.HelpBoxText ( )
virtual

This method is only used to display a helpbox text at the beginning of the ability's inspector.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

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

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

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ Stun()

virtual void MoreMountains.TopDownEngine.CharacterStun.Stun ( )
virtual

Stuns the character.

◆ StunCoroutine()

virtual IEnumerator MoreMountains.TopDownEngine.CharacterStun.StunCoroutine ( float duration)
protectedvirtual

Stuns the character, waits for the specified duration, then exits stun.

Parameters
duration
Returns

◆ StunFor()

virtual void MoreMountains.TopDownEngine.CharacterStun.StunFor ( float duration)
virtual

Stuns the character for the specified duration.

Parameters
duration

◆ UpdateAnimator()

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

At the end of each cycle, we send our Running status to the character's animator.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

Member Data Documentation

◆ _previousCondition

CharacterStates.CharacterConditions MoreMountains.TopDownEngine.CharacterStun._previousCondition
protected

◆ _stunCoroutine

Coroutine MoreMountains.TopDownEngine.CharacterStun._stunCoroutine
protected

◆ _stunnedAnimationParameter

int MoreMountains.TopDownEngine.CharacterStun._stunnedAnimationParameter
protected

◆ _stunnedAnimationParameterName

const string MoreMountains.TopDownEngine.CharacterStun._stunnedAnimationParameterName = "Stunned"
staticprotected

◆ BoundWeaponIK

WeaponIK MoreMountains.TopDownEngine.CharacterStun.BoundWeaponIK

a weapon IK to pilot when stunned

◆ DetachLeftHand

bool MoreMountains.TopDownEngine.CharacterStun.DetachLeftHand = false

whether or not to detach the left hand of the character from IK when stunned

◆ DetachRightHand

bool MoreMountains.TopDownEngine.CharacterStun.DetachRightHand = false

whether or not to detach the right hand of the character from IK when stunned

◆ DisableAimWeaponModelAtTargetDuringStun

bool MoreMountains.TopDownEngine.CharacterStun.DisableAimWeaponModelAtTargetDuringStun = false

whether or not to disable the weapon model when stunned

◆ ExitStunButton

bool MoreMountains.TopDownEngine.CharacterStun.ExitStunButton

a test button to exit stun on this character

◆ StunButton

bool MoreMountains.TopDownEngine.CharacterStun.StunButton

a test button to stun this character

◆ WeaponModels

List<WeaponModel> MoreMountains.TopDownEngine.CharacterStun.WeaponModels

the list of weapon models to disable when stunned


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