TopDown Engine
v4.2
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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...
Public Member Functions | |
override string | HelpBoxText () |
This method is only used to display a helpbox text at the beginning of the ability's inspector. More... | |
virtual void | Stun () |
Stuns the character More... | |
virtual void | StunFor (float duration) |
Stuns the character for the specified duration More... | |
virtual void | ExitStun () |
Exits stun, resetting condition to the previous one More... | |
override void | UpdateAnimator () |
At the end of each cycle, we send our Running status to the character's animator More... | |
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) 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 | ProcessAbility () |
The second of the 3 passes you can have in your ability. Think of it as Update() 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 | |
WeaponIK | BoundWeaponIK |
a weapon IK to pilot when stunned More... | |
bool | DetachLeftHand = false |
whether or not to detach the left hand of the character from IK when stunned More... | |
bool | DetachRightHand = false |
whether or not to detach the right hand of the character from IK when stunned More... | |
bool | DisableAimWeaponModelAtTargetDuringStun = false |
whether or not to disable the weapon model when stunned More... | |
List< WeaponModel > | WeaponModels |
the list of weapon models to disable when stunned More... | |
bool | StunButton |
a test button to stun this character More... | |
bool | ExitStunButton |
a test button to exit stun on this character 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 | |
virtual IEnumerator | StunCoroutine (float duration) |
Stuns the character, waits for the specified duration, then exits stun More... | |
virtual void | DetachIK () |
Detaches IK More... | |
virtual void | AttachIK () |
Attaches IK 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 | Initialization () |
Gets and stores components for further use 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 | |
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 More... | |
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)
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protectedvirtual |
Attaches IK
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protectedvirtual |
Detaches IK
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Exits stun, resetting condition to the previous one
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This method is only used to display a helpbox text at the beginning of the ability's inspector.
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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protectedvirtual |
Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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virtual |
Stuns the character
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protectedvirtual |
Stuns the character, waits for the specified duration, then exits stun
duration |
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virtual |
Stuns the character for the specified duration
duration |
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virtual |
At the end of each cycle, we send our Running status to the character's animator
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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protected |
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protected |
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staticprotected |
WeaponIK MoreMountains.TopDownEngine.CharacterStun.BoundWeaponIK |
a weapon IK to pilot when stunned
bool MoreMountains.TopDownEngine.CharacterStun.DetachLeftHand = false |
whether or not to detach the left hand of the character from IK when stunned
bool MoreMountains.TopDownEngine.CharacterStun.DetachRightHand = false |
whether or not to detach the right hand of the character from IK when stunned
bool MoreMountains.TopDownEngine.CharacterStun.DisableAimWeaponModelAtTargetDuringStun = false |
whether or not to disable the weapon model when stunned
bool MoreMountains.TopDownEngine.CharacterStun.ExitStunButton |
a test button to exit stun on this character
bool MoreMountains.TopDownEngine.CharacterStun.StunButton |
a test button to stun this character
List<WeaponModel> MoreMountains.TopDownEngine.CharacterStun.WeaponModels |
the list of weapon models to disable when stunned