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

Add this ability to a character, and it'll be able to control time when pressing the TimeControl button. More...

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

Public Types

enum  Modes { OneTime , Continuous }

Public Member Functions

virtual void TimeControlStart ()
 Starts the time scale modification.
virtual void TimeControlStop ()
 Stops the time control.
override void ProcessAbility ()
 On update, we unfreeze time if needed.
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 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.

Public Attributes

Modes Mode = Modes.Continuous
 the chosen mode for this ability : one time will stop time for the specified duration on button press, even if you release it, while continuous will stop time while the button is pressed, until cooldown consumption duration expiration
float TimeScale = 0.5f
 the time scale to switch to when the time control button gets pressed
float OneTimeDuration = 1f
 the duration for which to keep the timescale changed
bool LerpTimeScale = true
 whether or not the timescale should get lerped
float LerpSpeed = 5f
 the speed at which to lerp the timescale
MMCooldown Cooldown
 the cooldown for this ability
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 HandleInput ()
 Watches for input press.
override void Initialization ()
 On initialization, we init our cooldown.
virtual void OnCooldownStateChange (MMCooldown.CooldownStates newState)
override void OnEnable ()
 On enable, we bind our respawn delegate.
override void OnDisable ()
 On disable, we unbind our respawn delegate.
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.

Protected Attributes

bool _timeControlled = false
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 ability to a character, and it'll be able to control time when pressing the TimeControl button.

Member Enumeration Documentation

◆ Modes

Enumerator
OneTime 
Continuous 

Member Function Documentation

◆ HandleInput()

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

Watches for input press.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ Initialization()

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

On initialization, we init our cooldown.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ OnCooldownStateChange()

virtual void MoreMountains.TopDownEngine.CharacterTimeControl.OnCooldownStateChange ( MMCooldown.CooldownStates newState)
protectedvirtual

◆ OnDisable()

override void MoreMountains.TopDownEngine.CharacterTimeControl.OnDisable ( )
protectedvirtual

On disable, we unbind our respawn delegate.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ OnEnable()

override void MoreMountains.TopDownEngine.CharacterTimeControl.OnEnable ( )
protectedvirtual

On enable, we bind our respawn delegate.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ ProcessAbility()

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

On update, we unfreeze time if needed.

Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.

◆ TimeControlStart()

virtual void MoreMountains.TopDownEngine.CharacterTimeControl.TimeControlStart ( )
virtual

Starts the time scale modification.

◆ TimeControlStop()

virtual void MoreMountains.TopDownEngine.CharacterTimeControl.TimeControlStop ( )
virtual

Stops the time control.

Member Data Documentation

◆ _timeControlled

bool MoreMountains.TopDownEngine.CharacterTimeControl._timeControlled = false
protected

◆ Cooldown

MMCooldown MoreMountains.TopDownEngine.CharacterTimeControl.Cooldown

the cooldown for this ability

◆ LerpSpeed

float MoreMountains.TopDownEngine.CharacterTimeControl.LerpSpeed = 5f

the speed at which to lerp the timescale

◆ LerpTimeScale

bool MoreMountains.TopDownEngine.CharacterTimeControl.LerpTimeScale = true

whether or not the timescale should get lerped

◆ Mode

Modes MoreMountains.TopDownEngine.CharacterTimeControl.Mode = Modes.Continuous

the chosen mode for this ability : one time will stop time for the specified duration on button press, even if you release it, while continuous will stop time while the button is pressed, until cooldown consumption duration expiration

◆ OneTimeDuration

float MoreMountains.TopDownEngine.CharacterTimeControl.OneTimeDuration = 1f

the duration for which to keep the timescale changed

◆ TimeScale

float MoreMountains.TopDownEngine.CharacterTimeControl.TimeScale = 0.5f

the time scale to switch to when the time control button gets pressed


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