TopDown Engine  v3.6
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 { 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...
 

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: