TopDown Engine  v4.1
MoreMountains.TopDownEngine.ComboWeapon Class Reference

Add this component to an object containing multiple weapons and it'll turn it into a ComboWeapon, allowing you to chain attacks from all the different weapons More...

Inheritance diagram for MoreMountains.TopDownEngine.ComboWeapon:
MoreMountains.TopDownEngine.TopDownMonoBehaviour MoreMountains.Tools.MMMonoBehaviour

Public Types

enum  InputModes { InputModes.SemiAuto, InputModes.Auto }
 

Public Member Functions

virtual void Initialization ()
 Grabs all Weapon components and initializes them More...
 
virtual void ResetCombo ()
 Resets the combo if enough time has passed since the last attack More...
 
virtual void WeaponStarted (Weapon weaponThatStarted)
 When one of the weapons get used we turn our countdown off More...
 
virtual void WeaponStopped (Weapon weaponThatStopped)
 When one of the weapons has ended its attack, we start our countdown and switch to the next weapon More...
 
virtual void ProceedToNextWeapon ()
 
virtual void FlipUnusedWeapons ()
 Flips all unused weapons so they remain properly oriented More...
 

Public Attributes

bool DroppableCombo = true
 whether or not the combo can be dropped if enough time passes between two consecutive attacks More...
 
float DropComboDelay = 0.5f
 the delay after which the combo drops More...
 
InputModes InputMode = InputModes.SemiAuto
 the input mode for this combo weapon. In Auto mode, you'll want to make sure you've set ContinuousPress:true on your CharacterHandleWeapon ability More...
 
string ComboInProgressAnimationParameter = "ComboInProgress"
 the name of the animation parameter to update when a combo is in progress. More...
 
Weapon[] Weapons
 the list of weapons, set automatically by the class More...
 
CharacterHandleWeapon OwnerCharacterHandleWeapon
 the reference to the weapon's Owner More...
 
float TimeSinceLastWeaponStopped
 the time spent since the last weapon stopped More...
 

Protected Member Functions

virtual void Start ()
 On start we initialize our Combo Weapon More...
 
virtual void Update ()
 On Update we reset our combo if needed More...
 
virtual void InitializeUnusedWeapons ()
 Initializes all unused weapons More...
 

Protected Attributes

int _currentWeaponIndex = 0
 
WeaponAutoShoot _weaponAutoShoot
 
bool _countdownActive = false
 

Properties

bool ComboInProgress [get]
 True if a combo is in progress, false otherwise More...
 

Detailed Description

Add this component to an object containing multiple weapons and it'll turn it into a ComboWeapon, allowing you to chain attacks from all the different weapons

Member Enumeration Documentation

◆ InputModes

Enumerator
SemiAuto 
Auto 

Member Function Documentation

◆ FlipUnusedWeapons()

virtual void MoreMountains.TopDownEngine.ComboWeapon.FlipUnusedWeapons ( )
virtual

Flips all unused weapons so they remain properly oriented

◆ Initialization()

virtual void MoreMountains.TopDownEngine.ComboWeapon.Initialization ( )
virtual

Grabs all Weapon components and initializes them

◆ InitializeUnusedWeapons()

virtual void MoreMountains.TopDownEngine.ComboWeapon.InitializeUnusedWeapons ( )
protectedvirtual

Initializes all unused weapons

◆ ProceedToNextWeapon()

virtual void MoreMountains.TopDownEngine.ComboWeapon.ProceedToNextWeapon ( )
virtual

◆ ResetCombo()

virtual void MoreMountains.TopDownEngine.ComboWeapon.ResetCombo ( )
virtual

Resets the combo if enough time has passed since the last attack

◆ Start()

virtual void MoreMountains.TopDownEngine.ComboWeapon.Start ( )
protectedvirtual

On start we initialize our Combo Weapon

◆ Update()

virtual void MoreMountains.TopDownEngine.ComboWeapon.Update ( )
protectedvirtual

On Update we reset our combo if needed

◆ WeaponStarted()

virtual void MoreMountains.TopDownEngine.ComboWeapon.WeaponStarted ( Weapon  weaponThatStarted)
virtual

When one of the weapons get used we turn our countdown off

Parameters
weaponThatStarted

◆ WeaponStopped()

virtual void MoreMountains.TopDownEngine.ComboWeapon.WeaponStopped ( Weapon  weaponThatStopped)
virtual

When one of the weapons has ended its attack, we start our countdown and switch to the next weapon

Parameters
weaponThatStopped

Member Data Documentation

◆ _countdownActive

bool MoreMountains.TopDownEngine.ComboWeapon._countdownActive = false
protected

◆ _currentWeaponIndex

int MoreMountains.TopDownEngine.ComboWeapon._currentWeaponIndex = 0
protected

◆ _weaponAutoShoot

WeaponAutoShoot MoreMountains.TopDownEngine.ComboWeapon._weaponAutoShoot
protected

◆ ComboInProgressAnimationParameter

string MoreMountains.TopDownEngine.ComboWeapon.ComboInProgressAnimationParameter = "ComboInProgress"

the name of the animation parameter to update when a combo is in progress.

◆ DropComboDelay

float MoreMountains.TopDownEngine.ComboWeapon.DropComboDelay = 0.5f

the delay after which the combo drops

◆ DroppableCombo

bool MoreMountains.TopDownEngine.ComboWeapon.DroppableCombo = true

whether or not the combo can be dropped if enough time passes between two consecutive attacks

◆ InputMode

InputModes MoreMountains.TopDownEngine.ComboWeapon.InputMode = InputModes.SemiAuto

the input mode for this combo weapon. In Auto mode, you'll want to make sure you've set ContinuousPress:true on your CharacterHandleWeapon ability

◆ OwnerCharacterHandleWeapon

CharacterHandleWeapon MoreMountains.TopDownEngine.ComboWeapon.OwnerCharacterHandleWeapon

the reference to the weapon's Owner

◆ TimeSinceLastWeaponStopped

float MoreMountains.TopDownEngine.ComboWeapon.TimeSinceLastWeaponStopped

the time spent since the last weapon stopped

◆ Weapons

Weapon [] MoreMountains.TopDownEngine.ComboWeapon.Weapons

the list of weapons, set automatically by the class

Property Documentation

◆ ComboInProgress

bool MoreMountains.TopDownEngine.ComboWeapon.ComboInProgress
get

True if a combo is in progress, false otherwise

Returns

The documentation for this class was generated from the following file: