TopDown Engine
v3.6
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Add this ability to a character, and it'll be able to control time when pressing the TimeControl button More...
Public Types | |
enum | Modes { Modes.OneTime, Modes.Continuous } |
Public Member Functions | |
virtual void | TimeControlStart () |
Starts the time scale modification More... | |
virtual void | TimeControlStop () |
Stops the time control More... | |
override void | ProcessAbility () |
On update, we unfreeze time if needed 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 | 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 | |
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 More... | |
float | TimeScale = 0.5f |
the time scale to switch to when the time control button gets pressed More... | |
float | OneTimeDuration = 1f |
the duration for which to keep the timescale changed More... | |
bool | LerpTimeScale = true |
whether or not the timescale should get lerped More... | |
float | LerpSpeed = 5f |
the speed at which to lerp the timescale More... | |
MMCooldown | Cooldown |
the cooldown for this ability 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 | HandleInput () |
Watches for input press More... | |
override void | Initialization () |
On initialization, we init our cooldown More... | |
virtual void | OnCooldownStateChange (MMCooldown.CooldownStates newState) |
override void | OnEnable () |
On enable, we bind our respawn delegate More... | |
override void | OnDisable () |
On disable, we unbind our respawn delegate 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 | 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... | |
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 More... | |
Add this ability to a character, and it'll be able to control time when pressing the TimeControl button
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protectedvirtual |
Watches for input press
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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protectedvirtual |
On initialization, we init our cooldown
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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protectedvirtual |
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protectedvirtual |
On disable, we unbind our respawn delegate
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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protectedvirtual |
On enable, we bind our respawn delegate
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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virtual |
On update, we unfreeze time if needed
Reimplemented from MoreMountains.TopDownEngine.CharacterAbility.
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virtual |
Starts the time scale modification
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virtual |
Stops the time control
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protected |
MMCooldown MoreMountains.TopDownEngine.CharacterTimeControl.Cooldown |
the cooldown for this ability
float MoreMountains.TopDownEngine.CharacterTimeControl.LerpSpeed = 5f |
the speed at which to lerp the timescale
bool MoreMountains.TopDownEngine.CharacterTimeControl.LerpTimeScale = true |
whether or not the timescale should get lerped
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
float MoreMountains.TopDownEngine.CharacterTimeControl.OneTimeDuration = 1f |
the duration for which to keep the timescale changed
float MoreMountains.TopDownEngine.CharacterTimeControl.TimeScale = 0.5f |
the time scale to switch to when the time control button gets pressed