TopDown Engine  v4.1
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. 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< WeaponModelWeaponModels
 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...
 

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: