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
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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
◆ InputModes
◆ FlipUnusedWeapons()
virtual void MoreMountains.TopDownEngine.ComboWeapon.FlipUnusedWeapons |
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Flips all unused weapons so they remain properly oriented
◆ Initialization()
virtual void MoreMountains.TopDownEngine.ComboWeapon.Initialization |
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Grabs all Weapon components and initializes them
◆ InitializeUnusedWeapons()
virtual void MoreMountains.TopDownEngine.ComboWeapon.InitializeUnusedWeapons |
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protectedvirtual |
Initializes all unused weapons
◆ ProceedToNextWeapon()
virtual void MoreMountains.TopDownEngine.ComboWeapon.ProceedToNextWeapon |
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◆ ResetCombo()
virtual void MoreMountains.TopDownEngine.ComboWeapon.ResetCombo |
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Resets the combo if enough time has passed since the last attack
◆ Start()
virtual void MoreMountains.TopDownEngine.ComboWeapon.Start |
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On start we initialize our Combo Weapon
◆ Update()
virtual void MoreMountains.TopDownEngine.ComboWeapon.Update |
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protectedvirtual |
On Update we reset our combo if needed
◆ WeaponStarted()
virtual void MoreMountains.TopDownEngine.ComboWeapon.WeaponStarted |
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Weapon |
weaponThatStarted | ) |
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virtual |
When one of the weapons get used we turn our countdown off
- Parameters
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◆ WeaponStopped()
virtual void MoreMountains.TopDownEngine.ComboWeapon.WeaponStopped |
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Weapon |
weaponThatStopped | ) |
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virtual |
When one of the weapons has ended its attack, we start our countdown and switch to the next weapon
- Parameters
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◆ _countdownActive
bool MoreMountains.TopDownEngine.ComboWeapon._countdownActive = false |
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◆ _currentWeaponIndex
int MoreMountains.TopDownEngine.ComboWeapon._currentWeaponIndex = 0 |
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◆ _weaponAutoShoot
◆ 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
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
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
◆ ComboInProgress
bool MoreMountains.TopDownEngine.ComboWeapon.ComboInProgress |
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get |
True if a combo is in progress, false otherwise
- Returns
The documentation for this class was generated from the following file:
- F:/Github/Store/TopDownEngine/Assets/TopDownEngine/Common/Scripts/Characters/Weapons/ComboWeapon.cs