TopDown Engine  v3.6
MoreMountains.TopDownEngine.CharacterSurfaceSounds Class Reference

Add this component to a character and it'll let you define a number of surfaces and associate walk and run sounds to them It will also let you trigger events when entering or exiting these surfaces Important : Surfaces are evaluated from top to bottom. The first surface definition that matches the current detected ground will be considered the current surface. So make sure your order them accordingly. More...

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

Classes

class  CharacterSurfaceSoundsItems
 

Public Types

enum  DimensionModes { DimensionModes.TwoD, DimensionModes.ThreeD }
 the different dimensions detection can operate on (either 2D or 3D physics) More...
 
enum  SurfaceDetectionModes { SurfaceDetectionModes.Raycast, SurfaceDetectionModes.Script }
 whether detection should rely on periodical raycasts or be driven by an external script (via the SetCurrentSurfaceIndex(int index) method) 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 SetCurrentSurfaceIndex (int index)
 A method you can use to force the surface index, when in ScriptDriven mode More...
 
override void ProcessAbility ()
 Every frame we detect surfaces if needed, and handle a potential surface change 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 LateProcessAbility ()
 The last of the 3 passes you can have in your ability. Think of it as LateUpdate() More...
 
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(). 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

List< CharacterSurfaceSoundsItemsSurfaces
 a list of surface definitions, defined by a layer, an optional tag, and a walk and run sound. These will be evaluated from top to bottom, first match found becomes the current surface. More...
 
DimensionModes DimensionMode = DimensionModes.ThreeD
 the different dimensions detection can operate on (either 2D or 3D physics) More...
 
SurfaceDetectionModes SurfaceDetectionMode = SurfaceDetectionModes.Raycast
 whether detection should rely on periodical raycasts or be driven by an external script (via the SetCurrentSurfaceIndex(int index) method) More...
 
float RaycastLength = 2f
 the length of the raycast to cast to detect surfaces More...
 
Vector3 RaycastDirection = Vector3.down
 the direction of the raycast to cast to detect surfaces More...
 
float RaycastFrequency = 1f
 the frequency (in seconds) at which to cast the raycast to detect surfaces, usually you'll want to space them a bit to save on performance More...
 
int CurrentSurfaceIndex = -1
 The current index of the surface we're on in the Surfaces list. 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

override void Initialization ()
 On init we grab our run ability and init our layermasks More...
 
virtual void HandleSurfaceChange ()
 If we're on a new surface, we swap sounds and invoke our events More...
 
virtual void DetectSurfaces3D ()
 Casts rays to detect surfaces that may match our surface list's layers and tags More...
 
virtual void DetectSurfaces2D ()
 Tests a point under the character to try and find a surface, then compares it to the list of surfaces to find a match More...
 
virtual bool TagsMatch (bool useTag, string contactTag, string surfaceTag)
 Returns true if the tags match or if we're not using tags More...
 
virtual void DetectSurface ()
 Checks if a surface detection is needed and performs it 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 BindAnimator ()
 Binds the animator from the character and initializes the animator parameters More...
 
virtual void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist 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

RaycastHit _raycastDownHit
 
LayerMask _raycastLayerMask
 
float _timeSinceLastCheck = -float.PositiveInfinity
 
int _surfaceIndexLastFrame
 
CharacterRun _characterRun
 
Collider2D _testSurface2D
 
- 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 More...
 

Detailed Description

Add this component to a character and it'll let you define a number of surfaces and associate walk and run sounds to them It will also let you trigger events when entering or exiting these surfaces Important : Surfaces are evaluated from top to bottom. The first surface definition that matches the current detected ground will be considered the current surface. So make sure your order them accordingly.

Member Enumeration Documentation

◆ DimensionModes

the different dimensions detection can operate on (either 2D or 3D physics)

Enumerator
TwoD 
ThreeD 

◆ SurfaceDetectionModes

whether detection should rely on periodical raycasts or be driven by an external script (via the SetCurrentSurfaceIndex(int index) method)

Enumerator
Raycast 
Script 

Member Function Documentation

◆ DetectSurface()

virtual void MoreMountains.TopDownEngine.CharacterSurfaceSounds.DetectSurface ( )
protectedvirtual

Checks if a surface detection is needed and performs it

◆ DetectSurfaces2D()

virtual void MoreMountains.TopDownEngine.CharacterSurfaceSounds.DetectSurfaces2D ( )
protectedvirtual

Tests a point under the character to try and find a surface, then compares it to the list of surfaces to find a match

◆ DetectSurfaces3D()

virtual void MoreMountains.TopDownEngine.CharacterSurfaceSounds.DetectSurfaces3D ( )
protectedvirtual

Casts rays to detect surfaces that may match our surface list's layers and tags

◆ HandleSurfaceChange()

virtual void MoreMountains.TopDownEngine.CharacterSurfaceSounds.HandleSurfaceChange ( )
protectedvirtual

If we're on a new surface, we swap sounds and invoke our events

◆ HelpBoxText()

override string MoreMountains.TopDownEngine.CharacterSurfaceSounds.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.

◆ Initialization()

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

On init we grab our run ability and init our layermasks

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessAbility()

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

Every frame we detect surfaces if needed, and handle a potential surface change

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ SetCurrentSurfaceIndex()

virtual void MoreMountains.TopDownEngine.CharacterSurfaceSounds.SetCurrentSurfaceIndex ( int  index)
virtual

A method you can use to force the surface index, when in ScriptDriven mode

Parameters
index

◆ TagsMatch()

virtual bool MoreMountains.TopDownEngine.CharacterSurfaceSounds.TagsMatch ( bool  useTag,
string  contactTag,
string  surfaceTag 
)
protectedvirtual

Returns true if the tags match or if we're not using tags

Parameters
useTag
contactTag
surfaceTag
Returns

Member Data Documentation

◆ _characterRun

CharacterRun MoreMountains.TopDownEngine.CharacterSurfaceSounds._characterRun
protected

◆ _raycastDownHit

RaycastHit MoreMountains.TopDownEngine.CharacterSurfaceSounds._raycastDownHit
protected

◆ _raycastLayerMask

LayerMask MoreMountains.TopDownEngine.CharacterSurfaceSounds._raycastLayerMask
protected

◆ _surfaceIndexLastFrame

int MoreMountains.TopDownEngine.CharacterSurfaceSounds._surfaceIndexLastFrame
protected

◆ _testSurface2D

Collider2D MoreMountains.TopDownEngine.CharacterSurfaceSounds._testSurface2D
protected

◆ _timeSinceLastCheck

float MoreMountains.TopDownEngine.CharacterSurfaceSounds._timeSinceLastCheck = -float.PositiveInfinity
protected

◆ CurrentSurfaceIndex

int MoreMountains.TopDownEngine.CharacterSurfaceSounds.CurrentSurfaceIndex = -1

The current index of the surface we're on in the Surfaces list.

◆ DimensionMode

DimensionModes MoreMountains.TopDownEngine.CharacterSurfaceSounds.DimensionMode = DimensionModes.ThreeD

the different dimensions detection can operate on (either 2D or 3D physics)

◆ RaycastDirection

Vector3 MoreMountains.TopDownEngine.CharacterSurfaceSounds.RaycastDirection = Vector3.down

the direction of the raycast to cast to detect surfaces

◆ RaycastFrequency

float MoreMountains.TopDownEngine.CharacterSurfaceSounds.RaycastFrequency = 1f

the frequency (in seconds) at which to cast the raycast to detect surfaces, usually you'll want to space them a bit to save on performance

◆ RaycastLength

float MoreMountains.TopDownEngine.CharacterSurfaceSounds.RaycastLength = 2f

the length of the raycast to cast to detect surfaces

◆ SurfaceDetectionMode

SurfaceDetectionModes MoreMountains.TopDownEngine.CharacterSurfaceSounds.SurfaceDetectionMode = SurfaceDetectionModes.Raycast

whether detection should rely on periodical raycasts or be driven by an external script (via the SetCurrentSurfaceIndex(int index) method)

◆ Surfaces

List<CharacterSurfaceSoundsItems> MoreMountains.TopDownEngine.CharacterSurfaceSounds.Surfaces

a list of surface definitions, defined by a layer, an optional tag, and a walk and run sound. These will be evaluated from top to bottom, first match found becomes the current surface.


The documentation for this class was generated from the following file: