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...
|
| override string | HelpBoxText () |
| | This method is only used to display a helpbox text at the beginning of the ability's inspector.
|
| virtual void | SetCurrentSurfaceIndex (int index) |
| | A method you can use to force the surface index, when in ScriptDriven mode.
|
| override void | ProcessAbility () |
| | Every frame we detect surfaces if needed, and handle a potential surface change.
|
| 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 | 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.
|
|
| List< CharacterSurfaceSoundsItems > | 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.
|
| DimensionModes | DimensionMode = DimensionModes.ThreeD |
| | the different dimensions detection can operate on (either 2D or 3D physics)
|
| SurfaceDetectionModes | SurfaceDetectionMode = SurfaceDetectionModes.Raycast |
| | whether detection should rely on periodical raycasts or be driven by an external script (via the SetCurrentSurfaceIndex(int index) method)
|
| float | RaycastLength = 2f |
| | the length of the raycast to cast to detect surfaces
|
| Vector3 | RaycastDirection = Vector3.down |
| | the direction of the raycast to cast to detect surfaces
|
| 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
|
| int | CurrentSurfaceIndex = -1 |
| | The current index of the surface we're on in the Surfaces list.
|
| 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 |
|
| override void | Initialization () |
| | On init we grab our run ability and init our layermasks.
|
| virtual void | HandleSurfaceChange () |
| | If we're on a new surface, we swap sounds and invoke our events.
|
| virtual void | DetectSurfaces3D () |
| | Casts rays to detect surfaces that may match our surface list's layers and tags.
|
| 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.
|
| virtual bool | TagsMatch (bool useTag, string contactTag, string surfaceTag) |
| | Returns true if the tags match or if we're not using tags.
|
| virtual void | DetectSurface () |
| | Checks if a surface detection is needed and performs it.
|
| 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 | 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.
|
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.