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

Add this ability to a Character and it'll be part of a pool of characters in a scene to swap from. You'll need a CharacterSwapManager in your scene for this to work. More...

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

Public Member Functions

virtual void SwapToThisCharacter ()
 Called by the CharacterSwapManager, changes this character's type and sets its input manager More...
 
virtual void ResetCharacterSwap ()
 Called when another character replaces this one as the active one, resets its type and player ID and kills its input More...
 
virtual bool Current ()
 Returns true if this character is the currently active swap character More...
 
- Public Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility
delegate void AbilityEvent ()
 
virtual string HelpBoxText ()
 This method is only used to display a helpbox text at the beginning of the ability's inspector. More...
 
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 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

int Order = 0
 the order in which this character should be picked More...
 
string PlayerID = "Player1"
 the playerID to put back in the Character class once this character gets swapped More...
 
bool ResetAIBrainOnSwap = true
 if this is true, the AI Brain (if there's one on this character) will reset on swap 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 character type and playerID and store them for later 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

string _savedPlayerID
 
Character.CharacterTypes _savedCharacterType
 
- 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 ability to a Character and it'll be part of a pool of characters in a scene to swap from. You'll need a CharacterSwapManager in your scene for this to work.

Member Function Documentation

◆ Current()

virtual bool MoreMountains.TopDownEngine.CharacterSwap.Current ( )
virtual

Returns true if this character is the currently active swap character

Returns

◆ Initialization()

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

On init, we grab our character type and playerID and store them for later

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ResetCharacterSwap()

virtual void MoreMountains.TopDownEngine.CharacterSwap.ResetCharacterSwap ( )
virtual

Called when another character replaces this one as the active one, resets its type and player ID and kills its input

◆ SwapToThisCharacter()

virtual void MoreMountains.TopDownEngine.CharacterSwap.SwapToThisCharacter ( )
virtual

Called by the CharacterSwapManager, changes this character's type and sets its input manager

Member Data Documentation

◆ _savedCharacterType

Character.CharacterTypes MoreMountains.TopDownEngine.CharacterSwap._savedCharacterType
protected

◆ _savedPlayerID

string MoreMountains.TopDownEngine.CharacterSwap._savedPlayerID
protected

◆ Order

int MoreMountains.TopDownEngine.CharacterSwap.Order = 0

the order in which this character should be picked

◆ PlayerID

string MoreMountains.TopDownEngine.CharacterSwap.PlayerID = "Player1"

the playerID to put back in the Character class once this character gets swapped

◆ ResetAIBrainOnSwap

bool MoreMountains.TopDownEngine.CharacterSwap.ResetAIBrainOnSwap = true

if this is true, the AI Brain (if there's one on this character) will reset on swap


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