TopDown Engine v4.5
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MoreMountains.TopDownEngine.CharacterSwitchModel Class Reference

Add this component to a character and it'll be able to switch its model when pressing the SwitchCharacter button Note that this will only change the model, not the prefab. Only the visual representation, not the abilities and settings. If instead you'd like to change the prefab entirely, look at the CharacterSwitchManager class. If you want to swap characters between a bunch of characters within a scene, look at the CharacterSwap ability and CharacterSwapManager. More...

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

Public Types

enum  NextModelChoices { Sequential , Random }
 the possible orders the next character can be selected from More...

Public Member Functions

override void Flip ()
 On flip we store our state for our current model.
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.
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 ProcessAbility ()
 The second of the 3 passes you can have in your ability. Think of it as Update()
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 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.

Public Attributes

GameObject[] CharacterModels
 the list of possible characters models to switch to
NextModelChoices NextCharacterChoice = NextModelChoices.Sequential
 the order in which to pick the next character
int CurrentIndex = 0
 the initial (and at runtime, current) index of the character prefab
bool AutoBindAnimator = true
ParticleSystem CharacterSwitchVFX
 a particle system to play when a character gets changed
Public Attributes inherited from MoreMountains.TopDownEngine.CharacterAbility
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

Protected Member Functions

override void Initialization ()
 On init we disable our models and activate the current one.
virtual void InstantiateVFX ()
 Instantiates and disables the particle system if needed.
override void HandleInput ()
 At the beginning of each cycle, we check if we've pressed or released the switch button.
virtual void SwitchModel ()
 Switches to the next model in line.
Protected Member Functions inherited from MoreMountains.TopDownEngine.CharacterAbility
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 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.

Protected Attributes

ParticleSystem _instantiatedVFX
string _bindAnimatorMessage = "BindAnimator"
bool[] _characterModelsFlipped
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

Detailed Description

Add this component to a character and it'll be able to switch its model when pressing the SwitchCharacter button Note that this will only change the model, not the prefab. Only the visual representation, not the abilities and settings. If instead you'd like to change the prefab entirely, look at the CharacterSwitchManager class. If you want to swap characters between a bunch of characters within a scene, look at the CharacterSwap ability and CharacterSwapManager.

Member Enumeration Documentation

◆ NextModelChoices

the possible orders the next character can be selected from

Enumerator
Sequential 
Random 

Member Function Documentation

◆ Flip()

override void MoreMountains.TopDownEngine.CharacterSwitchModel.Flip ( )
virtual

On flip we store our state for our current model.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ HandleInput()

override void MoreMountains.TopDownEngine.CharacterSwitchModel.HandleInput ( )
protectedvirtual

At the beginning of each cycle, we check if we've pressed or released the switch button.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ Initialization()

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

On init we disable our models and activate the current one.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ InstantiateVFX()

virtual void MoreMountains.TopDownEngine.CharacterSwitchModel.InstantiateVFX ( )
protectedvirtual

Instantiates and disables the particle system if needed.

◆ SwitchModel()

virtual void MoreMountains.TopDownEngine.CharacterSwitchModel.SwitchModel ( )
protectedvirtual

Switches to the next model in line.

Member Data Documentation

◆ _bindAnimatorMessage

string MoreMountains.TopDownEngine.CharacterSwitchModel._bindAnimatorMessage = "BindAnimator"
protected

◆ _characterModelsFlipped

bool [] MoreMountains.TopDownEngine.CharacterSwitchModel._characterModelsFlipped
protected

◆ _instantiatedVFX

ParticleSystem MoreMountains.TopDownEngine.CharacterSwitchModel._instantiatedVFX
protected

◆ AutoBindAnimator

bool MoreMountains.TopDownEngine.CharacterSwitchModel.AutoBindAnimator = true

if you set this to true, when switching model, the Character's animator will also be bound. This requires your model's animator is at the top level of the model in the hierarchy. you can look at the MinimalModelSwitch scene for examples of that

◆ CharacterModels

GameObject [] MoreMountains.TopDownEngine.CharacterSwitchModel.CharacterModels

the list of possible characters models to switch to

◆ CharacterSwitchVFX

ParticleSystem MoreMountains.TopDownEngine.CharacterSwitchModel.CharacterSwitchVFX

a particle system to play when a character gets changed

◆ CurrentIndex

int MoreMountains.TopDownEngine.CharacterSwitchModel.CurrentIndex = 0

the initial (and at runtime, current) index of the character prefab

◆ NextCharacterChoice

NextModelChoices MoreMountains.TopDownEngine.CharacterSwitchModel.NextCharacterChoice = NextModelChoices.Sequential

the order in which to pick the next character


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/CharacterAbilities/CharacterSwitchModel.cs