TopDown Engine v4.5
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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 { SemiAuto , Auto }

Public Member Functions

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

Public Attributes

bool DroppableCombo = true
 whether or not the combo can be dropped if enough time passes between two consecutive attacks
float DropComboDelay = 0.5f
 the delay after which the combo drops
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
string ComboInProgressAnimationParameter = "ComboInProgress"
 the name of the animation parameter to update when a combo is in progress.
Weapon[] Weapons
 the list of weapons, set automatically by the class
CharacterHandleWeapon OwnerCharacterHandleWeapon
 the reference to the weapon's Owner
float TimeSinceLastWeaponStopped
 the time spent since the last weapon stopped

Protected Member Functions

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

Protected Attributes

int _currentWeaponIndex = 0
WeaponAutoShoot _weaponAutoShoot
bool _countdownActive = false

Properties

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

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:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/Weapons/ComboWeapon.cs