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

A class used to store the charge properties of the weapons that together make up a charge weapon Each charge weapon is made of multiple of these, each representing a step in the charge sequence. More...

Public Attributes

Weapon TargetWeapon
 the weapon to cause an attack with at that step
float ChargeDuration = 1f
 the duration (in seconds) it should take to keep the charge going to the next step
bool TriggerIfChargeInterrupted = true
 if the charge is interrupted at this step, whether or not to trigger this weapon's attack
bool FlipWhenChargeWeaponFlips = true
 if this is true, the weapon at this step will be flipped when the charge weapon flips
MMFeedbacks ChargeStartFeedbacks
 a feedback to trigger when this step starts charging
MMFeedbacks ChargeInterruptedFeedbacks
 a feedback to trigger when this step gets interrupted (when the charge is dropped at this step)
MMFeedbacks ChargeCompleteFeedbacks
 a feedback to trigger when this step completes and the charge potentially moves on to the next step

Properties

virtual float ChargeTotalDuration [get, set]
 the total time (in seconds) from the complete start of the charge weapon to this weapon's charge being complete
virtual bool ChargeStarted [get, set]
 whether this step's charge has started or not
virtual bool ChargeComplete [get, set]
 whether this step's charge has completed or not

Detailed Description

A class used to store the charge properties of the weapons that together make up a charge weapon Each charge weapon is made of multiple of these, each representing a step in the charge sequence.

Member Data Documentation

◆ ChargeCompleteFeedbacks

MMFeedbacks MoreMountains.TopDownEngine.ChargeWeaponStep.ChargeCompleteFeedbacks

a feedback to trigger when this step completes and the charge potentially moves on to the next step

◆ ChargeDuration

float MoreMountains.TopDownEngine.ChargeWeaponStep.ChargeDuration = 1f

the duration (in seconds) it should take to keep the charge going to the next step

◆ ChargeInterruptedFeedbacks

MMFeedbacks MoreMountains.TopDownEngine.ChargeWeaponStep.ChargeInterruptedFeedbacks

a feedback to trigger when this step gets interrupted (when the charge is dropped at this step)

◆ ChargeStartFeedbacks

MMFeedbacks MoreMountains.TopDownEngine.ChargeWeaponStep.ChargeStartFeedbacks

a feedback to trigger when this step starts charging

◆ FlipWhenChargeWeaponFlips

bool MoreMountains.TopDownEngine.ChargeWeaponStep.FlipWhenChargeWeaponFlips = true

if this is true, the weapon at this step will be flipped when the charge weapon flips

◆ TargetWeapon

Weapon MoreMountains.TopDownEngine.ChargeWeaponStep.TargetWeapon

the weapon to cause an attack with at that step

◆ TriggerIfChargeInterrupted

bool MoreMountains.TopDownEngine.ChargeWeaponStep.TriggerIfChargeInterrupted = true

if the charge is interrupted at this step, whether or not to trigger this weapon's attack

Property Documentation

◆ ChargeComplete

virtual bool MoreMountains.TopDownEngine.ChargeWeaponStep.ChargeComplete
getset

whether this step's charge has completed or not

◆ ChargeStarted

virtual bool MoreMountains.TopDownEngine.ChargeWeaponStep.ChargeStarted
getset

whether this step's charge has started or not

◆ ChargeTotalDuration

virtual float MoreMountains.TopDownEngine.ChargeWeaponStep.ChargeTotalDuration
getset

the total time (in seconds) from the complete start of the charge weapon to this weapon's charge being complete


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