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.
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| override void | Flip () |
| | On flip we store our state for our current model.
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| delegate void | AbilityEvent () |
| virtual string | HelpBoxText () |
| | This method is only used to display a helpbox text at the beginning of the ability's inspector.
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| virtual void | ForceInitialization () |
| | Call this any time you want to force this ability to initialize (again)
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| virtual void | ResetInput () |
| | Resets all input for this ability. Can be overridden for ability specific directives.
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| virtual void | EarlyProcessAbility () |
| | The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed.
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| virtual void | ProcessAbility () |
| | The second of the 3 passes you can have in your ability. Think of it as Update()
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| virtual void | LateProcessAbility () |
| | The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
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| 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().
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| virtual void | PermitAbility (bool abilityPermitted) |
| | Changes the status of the ability's permission.
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| 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.
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| virtual void | SetInputManager (InputManager newInputManager) |
| | Changes the reference to the input manager with the one set in parameters.
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| virtual void | PlayAbilityStartSfx () |
| | Plays the ability start sound effect.
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| virtual void | PlayAbilityUsedSfx () |
| | Plays the ability used sound effect.
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| virtual void | StopAbilityUsedSfx () |
| | Stops the ability used sound effect.
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| virtual void | PlayAbilityStopSfx () |
| | Plays the ability stop sound effect.
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| virtual void | PlayAbilityStartFeedbacks () |
| | Plays the ability start sound effect.
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| virtual void | StopStartFeedbacks () |
| | Stops the ability used sound effect.
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| virtual void | PlayAbilityStopFeedbacks () |
| | Plays the ability stop sound effect.
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| GameObject[] | CharacterModels |
| | the list of possible characters models to switch to
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| NextModelChoices | NextCharacterChoice = NextModelChoices.Sequential |
| | the order in which to pick the next character
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| int | CurrentIndex = 0 |
| | the initial (and at runtime, current) index of the character prefab
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| bool | AutoBindAnimator = true |
| ParticleSystem | CharacterSwitchVFX |
| | a particle system to play when a character gets changed
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| AudioClip | AbilityStartSfx |
| | the sound fx to play when the ability starts
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| AudioClip | AbilityInProgressSfx |
| | the sound fx to play while the ability is running
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| AudioClip | AbilityStopSfx |
| | the sound fx to play when the ability stops
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| MMFeedbacks | AbilityStartFeedbacks |
| | the feedbacks to play when the ability starts
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| MMFeedbacks | AbilityStopFeedbacks |
| | the feedbacks to play when the ability stops
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| 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
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| 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.
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| 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.
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| 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.
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| AbilityEvent | OnAbilityStart |
| AbilityEvent | OnAbilityStop |
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| override void | Initialization () |
| | On init we disable our models and activate the current one.
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| virtual void | InstantiateVFX () |
| | Instantiates and disables the particle system if needed.
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| override void | HandleInput () |
| | At the beginning of each cycle, we check if we've pressed or released the switch button.
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| virtual void | SwitchModel () |
| | Switches to the next model in line.
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| virtual void | Awake () |
| | On awake we proceed to pre initializing our ability.
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| virtual void | Start () |
| | On Start(), we call the ability's intialization.
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| virtual void | PreInitialization () |
| | A method you can override to have an initialization before the actual initialization.
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| virtual void | BindAnimator () |
| | Binds the animator from the character and initializes the animator parameters.
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| virtual void | InitializeAnimatorParameters () |
| | Adds required animator parameters to the animator parameters list if they exist.
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| virtual void | InternalHandleInput () |
| | Internal method to check if an input manager is present or not.
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| virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
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| virtual void | OnRespawn () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnHit () |
| | Override this to describe what should happen to this ability when the character takes a hit.
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| virtual void | OnEnable () |
| | On enable, we bind our respawn delegate.
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| virtual void | OnDisable () |
| | On disable, we unbind our respawn delegate.
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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.
◆ NextModelChoices
the possible orders the next character can be selected from
| Enumerator |
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| Sequential | |
| Random | |
◆ Flip()
| override void MoreMountains.TopDownEngine.CharacterSwitchModel.Flip |
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virtual |
◆ HandleInput()
| override void MoreMountains.TopDownEngine.CharacterSwitchModel.HandleInput |
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protectedvirtual |
◆ Initialization()
| override void MoreMountains.TopDownEngine.CharacterSwitchModel.Initialization |
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protectedvirtual |
◆ InstantiateVFX()
| virtual void MoreMountains.TopDownEngine.CharacterSwitchModel.InstantiateVFX |
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protectedvirtual |
Instantiates and disables the particle system if needed.
◆ SwitchModel()
| virtual void MoreMountains.TopDownEngine.CharacterSwitchModel.SwitchModel |
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protectedvirtual |
Switches to the next model in line.
◆ _bindAnimatorMessage
| string MoreMountains.TopDownEngine.CharacterSwitchModel._bindAnimatorMessage = "BindAnimator" |
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protected |
◆ _characterModelsFlipped
| bool [] MoreMountains.TopDownEngine.CharacterSwitchModel._characterModelsFlipped |
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protected |
◆ _instantiatedVFX
| ParticleSystem MoreMountains.TopDownEngine.CharacterSwitchModel._instantiatedVFX |
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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
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