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

A basic melee weapon class, that will activate a "hurt zone" when the weapon is used. More...

Inheritance diagram for MoreMountains.TopDownEngine.MeleeWeapon:
MoreMountains.TopDownEngine.Weapon MoreMountains.Tools.MMMonoBehaviour

Public Types

enum  MeleeDamageAreaShapes { Rectangle , Circle , Box , Sphere }
 the possible shapes for the melee weapon's damage area More...
enum  MeleeDamageAreaModes { Generated , Existing }
Public Types inherited from MoreMountains.TopDownEngine.Weapon
enum  TriggerModes { SemiAuto , Auto }
 the possible use modes for the trigger (semi auto : the Player needs to release the trigger to fire again, auto : the Player can hold the trigger to fire repeatedly More...
enum  WeaponStates {
  WeaponIdle , WeaponStart , WeaponDelayBeforeUse , WeaponUse ,
  WeaponDelayBetweenUses , WeaponStop , WeaponReloadNeeded , WeaponReloadStart ,
  WeaponReload , WeaponReloadStop , WeaponInterrupted
}
 the possible states the weapon can be in More...

Public Member Functions

override void Initialization ()
 Initialization.
override void WeaponUse ()
 When the weapon is used, we trigger our attack routine.
override void Interrupt ()
 On interrupt, we stop our damage area sequence if needed.
Public Member Functions inherited from MoreMountains.TopDownEngine.Weapon
virtual void InitializeComboWeapons ()
 Initializes the combo weapon, if it's one.
virtual void SetOwner (Character newOwner, CharacterHandleWeapon handleWeapon)
 Sets the weapon's owner.
virtual void WeaponInputStart ()
 Called by input, turns the weapon on.
virtual void WeaponInputReleased ()
 Describes what happens when the weapon's input gets released.
virtual void TurnWeaponOn ()
 Describes what happens when the weapon starts.
virtual void CaseWeaponIdle ()
 If the weapon is idle, we reset the movement multiplier.
virtual void CaseWeaponStart ()
 When the weapon starts we switch to a delay or shoot based on our weapon's settings.
virtual void CaseWeaponDelayBeforeUse ()
 If we're in delay before use, we wait until our delay is passed and then request a shoot.
virtual void CaseWeaponUse ()
 On weapon use we use our weapon then switch to delay between uses.
virtual void CaseWeaponDelayBetweenUses ()
 When in delay between uses, we either turn our weapon off or make a shoot request.
virtual void CaseWeaponStop ()
 On weapon stop, we switch to idle.
virtual void CaseWeaponReloadNeeded ()
 If a reload is needed, we mention it and switch to idle.
virtual void CaseWeaponReloadStart ()
 on reload start, we reload the weapon and switch to reload
virtual void CaseWeaponReload ()
 on reload, we reset our movement multiplier, and switch to reload stop once our reload delay has passed
virtual void CaseWeaponReloadStop ()
 on reload stop, we swtich to idle and load our ammo
virtual void CaseWeaponInterrupted ()
 on weapon interrupted, we turn our weapon off and switch back to idle
virtual IEnumerator ShootRequestCo ()
 Determines whether or not the weapon can fire.
virtual void ShootRequest ()
virtual void WeaponInputStop ()
 Called by input, turns the weapon off if in auto mode.
virtual void TurnWeaponOff ()
 Turns the weapon off.
virtual void ReloadNeeded ()
 Describes what happens when the weapon needs a reload.
virtual void InitiateReloadWeapon ()
 Initiates a reload.
virtual void FlipWeapon ()
 Flips the weapon.
virtual IEnumerator WeaponDestruction ()
 Destroys the weapon.
virtual void ApplyOffset ()
 Applies the offset specified in the inspector.
virtual void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist.
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().

Public Attributes

MeleeDamageAreaModes MeleeDamageAreaMode = MeleeDamageAreaModes.Generated
 the possible modes to handle the damage area. In Generated, the MeleeWeapon will create it, in Existing, you can bind an existing damage area - usually nested under the weapon
MeleeDamageAreaShapes DamageAreaShape = MeleeDamageAreaShapes.Rectangle
 the shape of the damage area (rectangle or circle)
Vector3 AreaOffset = new Vector3(1, 0)
 the offset to apply to the damage area (from the weapon's attachment position
Vector3 AreaSize = new Vector3(1, 1)
 the size of the damage area
DamageOnTouch.TriggerAndCollisionMask TriggerFilter = DamageOnTouch.AllowedTriggerCallbacks
 the trigger filters this melee weapon should apply damage on (by default, it'll apply damage on everything, but you can change this to only apply when targets enter the area, for example)
MMFeedbacks HitDamageableFeedback
 the feedback to play when hitting a Damageable
MMFeedbacks HitNonDamageableFeedback
 the feedback to play when hitting a non Damageable
DamageOnTouch ExistingDamageArea
 an existing damage area to activate/handle as the weapon is used
float InitialDelay = 0f
 the initial delay to apply before triggering the damage area
float ActiveDuration = 1f
 the duration during which the damage area is active
LayerMask TargetLayerMask
 the layers that will be damaged by this object
float MinDamageCaused = 10f
 The min amount of health to remove from the player's health.
float MaxDamageCaused = 10f
 The max amount of health to remove from the player's health.
DamageOnTouch.KnockbackStyles Knockback
 the kind of knockback to apply
Vector3 KnockbackForce = new Vector3(10, 2, 0)
 The force to apply to the object that gets damaged.
DamageOnTouch.KnockbackDirections KnockbackDirection = DamageOnTouch.KnockbackDirections.BasedOnOwnerPosition
 The direction in which to apply the knockback.
float InvincibilityDuration = 0.5f
 The duration of the invincibility frames after the hit (in seconds)
bool CanDamageOwner = false
 if this is true, the owner can be damaged by its own weapon's damage area (usually false)
Public Attributes inherited from MoreMountains.TopDownEngine.Weapon
string WeaponName
 the name of the weapon, only used for debugging
bool WeaponCurrentlyActive = true
 whether or not the weapon is currently active
bool InputAuthorized = true
 if this is true, this weapon will be able to read input (usually via the CharacterHandleWeapon ability), otherwise player input will be disabled
TriggerModes TriggerMode = TriggerModes.Auto
 is this weapon on semi or full auto ?
float DelayBeforeUse = 0f
 the delay before use, that will be applied for every shot
bool DelayBeforeUseReleaseInterruption = true
 whether or not the delay before used can be interrupted by releasing the shoot button (if true, releasing the button will cancel the delayed shot)
float TimeBetweenUses = 1f
 the time (in seconds) between two shots
bool TimeBetweenUsesReleaseInterruption = true
 whether or not the time between uses can be interrupted by releasing the shoot button (if true, releasing the button will cancel the time between uses)
bool UseBurstMode = false
 if this is true, the weapon will activate repeatedly for every shoot request
int BurstLength = 3
 the amount of 'shots' in a burst sequence
float BurstTimeBetweenShots = 0.1f
 the time between shots in a burst sequence (in seconds)
bool MagazineBased = false
 whether or not the weapon is magazine based. If it's not, it'll just take its ammo inside a global pool
int MagazineSize = 30
 the size of the magazine
bool AutoReload
 if this is true, pressing the fire button when a reload is needed will reload the weapon. Otherwise you'll need to press the reload button
bool NoInputReload = false
 if this is true, reload will automatically happen right after the last bullet is shot, without the need for input
float ReloadTime = 2f
 the time it takes to reload the weapon
int AmmoConsumedPerShot = 1
 the amount of ammo consumed everytime the weapon fires
bool AutoDestroyWhenEmpty
 if this is set to true, the weapon will auto destroy when there's no ammo left
float AutoDestroyWhenEmptyDelay = 1f
 the delay (in seconds) before weapon destruction if empty
bool PreventReloadIfAmmoEmpty = false
 if this is true, the weapon won't try and reload if the ammo is empty, when using WeaponAmmo
int CurrentAmmoLoaded = 0
 the current amount of ammo loaded inside the weapon
Vector3 WeaponAttachmentOffset = Vector3.zero
 an offset that will be applied to the weapon once attached to the center of the WeaponAttachment transform.
bool FlipWeaponOnCharacterFlip = true
 should that weapon be flipped when the character flips?
Vector3 RightFacingFlipValue = new Vector3(1, 1, 1)
 the FlipValue will be used to multiply the model's transform's localscale on flip. Usually it's -1,1,1, but feel free to change it to suit your model's specs
Vector3 LeftFacingFlipValue = new Vector3(-1, 1, 1)
 the FlipValue will be used to multiply the model's transform's localscale on flip. Usually it's -1,1,1, but feel free to change it to suit your model's specs
Transform WeaponUseTransform
 a transform to use as the spawn point for weapon use (if null, only offset will be considered, otherwise the transform without offset)
bool WeaponShouldFlip = true
 if this is true, the weapon will flip to match the character's orientation
Transform LeftHandHandle
 the transform to which the character's left hand should be attached to
Transform RightHandHandle
 the transform to which the character's right hand should be attached to
bool ModifyMovementWhileAttacking = false
 if this is true, a multiplier will be applied to movement while the weapon is active
float MovementMultiplier = 0f
 the multiplier to apply to movement while attacking
bool PreventAllMovementWhileInUse = false
 if this is true all movement will be prevented (even flip) while the weapon is active
bool PreventAllAimWhileInUse = false
 if this is true all aim will be prevented while the weapon is active
float RecoilForce = 0f
 the force to apply to push the character back when shooting - positive values will push the character back, negative values will launch it forward, turning that recoil into a thrust
List< Animator > Animators
 the other animators (other than the Character's) that you want to update every time this weapon gets used
bool PerformAnimatorSanityChecks = false
 If this is true, sanity checks will be performed to make sure animator parameters exist before updating them. Turning this to false will increase performance but will throw errors if you're trying to update non existing parameters. Make sure your animator has the required parameters.
bool MirrorCharacterAnimatorParameters = false
 if this is true, the weapon's animator(s) will mirror the animation parameter of the owner character (that way your weapon's animator will be able to "know" if the character is walking, jumping, etc)
int WeaponAnimationID = 0
 the ID of the weapon to pass to the animator
string IdleAnimationParameter
 the name of the weapon's idle animation parameter : this will be true all the time except when the weapon is being used
string StartAnimationParameter
 the name of the weapon's start animation parameter : true at the frame where the weapon starts being used
string DelayBeforeUseAnimationParameter
 the name of the weapon's delay before use animation parameter : true when the weapon has been activated but hasn't been used yet
string SingleUseAnimationParameter
 the name of the weapon's single use animation parameter : true at each frame the weapon activates (shoots)
string UseAnimationParameter
 the name of the weapon's in use animation parameter : true at each frame the weapon has started firing but hasn't stopped yet
string DelayBetweenUsesAnimationParameter
 the name of the weapon's delay between each use animation parameter : true when the weapon is in use
string StopAnimationParameter
 the name of the weapon stop animation parameter : true after a shot and before the next one or the weapon's stop
string ReloadStartAnimationParameter
 the name of the weapon reload start animation parameter
string ReloadAnimationParameter
 the name of the weapon reload animation parameter
string ReloadStopAnimationParameter
 the name of the weapon reload end animation parameter
string WeaponAngleAnimationParameter
 the name of the weapon's angle animation parameter
string WeaponAngleRelativeAnimationParameter
 the name of the weapon's angle animation parameter, adjusted so it's always relative to the direction the character is currently facing
string EquippedAnimationParameter
 the name of the parameter to send to true as long as this weapon is equipped, used or not. While all the other parameters defined here are updated by the Weapon class itself, and passed to the weapon and character, this one will be updated by CharacterHandleWeapon only."
string InterruptedAnimationParameter
 the name of the parameter to send to true when the weapon gets interrupted. While all the other parameters defined here are updated by the Weapon class itself, and passed to the weapon and character, this one will be updated by CharacterHandleWeapon only."
MMFeedbacks WeaponStartMMFeedback
 the feedback to play when the weapon starts being used
MMFeedbacks WeaponUsedMMFeedback
 the feedback to play while the weapon is in use
MMFeedbacks WeaponUsedMMFeedbackAlt
 if set, this feedback will be used randomly instead of WeaponUsedMMFeedback
MMFeedbacks WeaponStopMMFeedback
 the feedback to play when the weapon stops being used
MMFeedbacks WeaponReloadMMFeedback
 the feedback to play when the weapon gets reloaded
MMFeedbacks WeaponReloadNeededMMFeedback
 the feedback to play when the weapon gets reloaded
MMFeedbacks WeaponReloadImpossibleMMFeedback
 the feedback to play when the weapon can't reload as there's no more ammo available. You'll need PreventReloadIfAmmoEmpty to be true for this to work
bool InitializeOnStart = false
 If this is true, the weapon will initialize itself on start, otherwise it'll have to be init manually, usually by the CharacterHandleWeapon class.
bool Interruptable = false
 whether or not this weapon can be interrupted
bool Flipped
 if true, the weapon is flipped
MMStateMachine< WeaponStatesWeaponState
 the weapon's state machine

Protected Member Functions

virtual void CreateDamageArea ()
 Creates the damage area.
virtual IEnumerator MeleeWeaponAttack ()
 Triggers an attack, turning the damage area on and then off.
virtual void EnableDamageArea ()
 Enables the damage area.
virtual void DisableDamageArea ()
 Disables the damage area.
virtual void OnDrawGizmosSelected ()
 When selected, we draw a bunch of gizmos.
virtual void DrawGizmos ()
 Draws damage area gizmos.
virtual void OnDisable ()
 On disable we set our flag to false.
Protected Member Functions inherited from MoreMountains.TopDownEngine.Weapon
virtual void Start ()
 On start we initialize our weapon.
virtual void InitializeFeedbacks ()
virtual void Update ()
 On Update, we check if the weapon is or should be used.
virtual void LateUpdate ()
 On LateUpdate, processes the weapon state.
virtual void ProcessWeaponState ()
 Called every lastUpdate, processes the weapon's state machine.
virtual void ApplyRecoil ()
 Applies recoil if necessary.
virtual void ResetMovementMultiplier ()
virtual void ReloadWeapon ()
 Reloads the weapon.
virtual void TriggerWeaponStartFeedback ()
 Plays the weapon's start sound.
virtual void TriggerWeaponUsedFeedback ()
 Plays the weapon's used sound.
virtual void TriggerWeaponStopFeedback ()
 Plays the weapon's stop sound.
virtual void TriggerWeaponReloadNeededFeedback ()
 Plays the weapon's reload needed sound.
virtual void TriggerWeaponReloadFeedback ()
 Plays the weapon's reload sound.
virtual void AddParametersToAnimator (Animator animator, HashSet< int > list)
virtual void UpdateAnimator (Animator animator, HashSet< int > list)

Protected Attributes

Collider _damageAreaCollider
Collider2D _damageAreaCollider2D
bool _attackInProgress = false
Color _gizmosColor
Vector3 _gizmoSize
CircleCollider2D _circleCollider2D
BoxCollider2D _boxCollider2D
BoxCollider _boxCollider
SphereCollider _sphereCollider
Vector3 _gizmoOffset
DamageOnTouch _damageOnTouch
GameObject _damageArea
Coroutine _attackCoroutine
Protected Attributes inherited from MoreMountains.TopDownEngine.Weapon
SpriteRenderer _spriteRenderer
WeaponAim _weaponAim
Animator _ownerAnimator
WeaponPreventShooting _weaponPreventShooting
float _delayBeforeUseCounter = 0f
float _delayBetweenUsesCounter = 0f
float _reloadingCounter = 0f
bool _triggerReleased = false
bool _reloading = false
ComboWeapon _comboWeapon
TopDownController _controller
CharacterMovement _characterMovement
Vector3 _weaponOffset
Vector3 _weaponAttachmentOffset
Transform _weaponAttachment
List< HashSet< int > > _animatorParameters
HashSet< int > _ownerAnimatorParameters
bool _controllerIs3D = false
int _idleAnimationParameter
int _startAnimationParameter
int _delayBeforeUseAnimationParameter
int _singleUseAnimationParameter
int _useAnimationParameter
int _delayBetweenUsesAnimationParameter
int _stopAnimationParameter
int _reloadStartAnimationParameter
int _reloadAnimationParameter
int _reloadStopAnimationParameter
int _weaponAngleAnimationParameter
int _weaponAngleRelativeAnimationParameter
int _aliveAnimationParameter
int _comboInProgressAnimationParameter
int _equippedAnimationParameter
int _interruptedAnimationParameter
float _lastShootRequestAt = -float.MaxValue
float _lastTurnWeaponOnAt = -float.MaxValue
bool _movementSpeedMultiplierSet = false

Additional Inherited Members

Static Protected Attributes inherited from MoreMountains.TopDownEngine.Weapon
const string _aliveAnimationParameterName = "Alive"
Properties inherited from MoreMountains.TopDownEngine.Weapon
virtual string WeaponID [get, set]
 the name of the inventory item corresponding to this weapon. Automatically set (if needed) by InventoryEngineWeapon
virtual Character Owner [get, protected set]
 the weapon's owner
virtual CharacterHandleWeapon CharacterHandleWeapon [get, set]
 the weapon's owner's CharacterHandleWeapon component
virtual WeaponAmmo WeaponAmmo [get, protected set]
 the WeaponAmmo component optionnally associated to this weapon
bool IsComboWeapon [get, set]
bool IsAutoComboWeapon [get, set]

Detailed Description

A basic melee weapon class, that will activate a "hurt zone" when the weapon is used.

Member Enumeration Documentation

◆ MeleeDamageAreaModes

Enumerator
Generated 
Existing 

◆ MeleeDamageAreaShapes

the possible shapes for the melee weapon's damage area

Enumerator
Rectangle 
Circle 
Box 
Sphere 

Member Function Documentation

◆ CreateDamageArea()

virtual void MoreMountains.TopDownEngine.MeleeWeapon.CreateDamageArea ( )
protectedvirtual

Creates the damage area.

◆ DisableDamageArea()

virtual void MoreMountains.TopDownEngine.MeleeWeapon.DisableDamageArea ( )
protectedvirtual

Disables the damage area.

◆ DrawGizmos()

virtual void MoreMountains.TopDownEngine.MeleeWeapon.DrawGizmos ( )
protectedvirtual

Draws damage area gizmos.

◆ EnableDamageArea()

virtual void MoreMountains.TopDownEngine.MeleeWeapon.EnableDamageArea ( )
protectedvirtual

Enables the damage area.

◆ Initialization()

override void MoreMountains.TopDownEngine.MeleeWeapon.Initialization ( )
virtual

Initialization.

Reimplemented from MoreMountains.TopDownEngine.Weapon.

◆ Interrupt()

override void MoreMountains.TopDownEngine.MeleeWeapon.Interrupt ( )
virtual

On interrupt, we stop our damage area sequence if needed.

Reimplemented from MoreMountains.TopDownEngine.Weapon.

◆ MeleeWeaponAttack()

virtual IEnumerator MoreMountains.TopDownEngine.MeleeWeapon.MeleeWeaponAttack ( )
protectedvirtual

Triggers an attack, turning the damage area on and then off.

Returns
The weapon attack.

◆ OnDisable()

virtual void MoreMountains.TopDownEngine.MeleeWeapon.OnDisable ( )
protectedvirtual

On disable we set our flag to false.

◆ OnDrawGizmosSelected()

virtual void MoreMountains.TopDownEngine.MeleeWeapon.OnDrawGizmosSelected ( )
protectedvirtual

When selected, we draw a bunch of gizmos.

◆ WeaponUse()

override void MoreMountains.TopDownEngine.MeleeWeapon.WeaponUse ( )
virtual

When the weapon is used, we trigger our attack routine.

Reimplemented from MoreMountains.TopDownEngine.Weapon.

Member Data Documentation

◆ _attackCoroutine

Coroutine MoreMountains.TopDownEngine.MeleeWeapon._attackCoroutine
protected

◆ _attackInProgress

bool MoreMountains.TopDownEngine.MeleeWeapon._attackInProgress = false
protected

◆ _boxCollider

BoxCollider MoreMountains.TopDownEngine.MeleeWeapon._boxCollider
protected

◆ _boxCollider2D

BoxCollider2D MoreMountains.TopDownEngine.MeleeWeapon._boxCollider2D
protected

◆ _circleCollider2D

CircleCollider2D MoreMountains.TopDownEngine.MeleeWeapon._circleCollider2D
protected

◆ _damageArea

GameObject MoreMountains.TopDownEngine.MeleeWeapon._damageArea
protected

◆ _damageAreaCollider

Collider MoreMountains.TopDownEngine.MeleeWeapon._damageAreaCollider
protected

◆ _damageAreaCollider2D

Collider2D MoreMountains.TopDownEngine.MeleeWeapon._damageAreaCollider2D
protected

◆ _damageOnTouch

DamageOnTouch MoreMountains.TopDownEngine.MeleeWeapon._damageOnTouch
protected

◆ _gizmoOffset

Vector3 MoreMountains.TopDownEngine.MeleeWeapon._gizmoOffset
protected

◆ _gizmosColor

Color MoreMountains.TopDownEngine.MeleeWeapon._gizmosColor
protected

◆ _gizmoSize

Vector3 MoreMountains.TopDownEngine.MeleeWeapon._gizmoSize
protected

◆ _sphereCollider

SphereCollider MoreMountains.TopDownEngine.MeleeWeapon._sphereCollider
protected

◆ ActiveDuration

float MoreMountains.TopDownEngine.MeleeWeapon.ActiveDuration = 1f

the duration during which the damage area is active

◆ AreaOffset

Vector3 MoreMountains.TopDownEngine.MeleeWeapon.AreaOffset = new Vector3(1, 0)

the offset to apply to the damage area (from the weapon's attachment position

◆ AreaSize

Vector3 MoreMountains.TopDownEngine.MeleeWeapon.AreaSize = new Vector3(1, 1)

the size of the damage area

◆ CanDamageOwner

bool MoreMountains.TopDownEngine.MeleeWeapon.CanDamageOwner = false

if this is true, the owner can be damaged by its own weapon's damage area (usually false)

◆ DamageAreaShape

MeleeDamageAreaShapes MoreMountains.TopDownEngine.MeleeWeapon.DamageAreaShape = MeleeDamageAreaShapes.Rectangle

the shape of the damage area (rectangle or circle)

◆ ExistingDamageArea

DamageOnTouch MoreMountains.TopDownEngine.MeleeWeapon.ExistingDamageArea

an existing damage area to activate/handle as the weapon is used

◆ HitDamageableFeedback

MMFeedbacks MoreMountains.TopDownEngine.MeleeWeapon.HitDamageableFeedback

the feedback to play when hitting a Damageable

◆ HitNonDamageableFeedback

MMFeedbacks MoreMountains.TopDownEngine.MeleeWeapon.HitNonDamageableFeedback

the feedback to play when hitting a non Damageable

◆ InitialDelay

float MoreMountains.TopDownEngine.MeleeWeapon.InitialDelay = 0f

the initial delay to apply before triggering the damage area

◆ InvincibilityDuration

float MoreMountains.TopDownEngine.MeleeWeapon.InvincibilityDuration = 0.5f

The duration of the invincibility frames after the hit (in seconds)

◆ Knockback

DamageOnTouch.KnockbackStyles MoreMountains.TopDownEngine.MeleeWeapon.Knockback

the kind of knockback to apply

◆ KnockbackDirection

DamageOnTouch.KnockbackDirections MoreMountains.TopDownEngine.MeleeWeapon.KnockbackDirection = DamageOnTouch.KnockbackDirections.BasedOnOwnerPosition

The direction in which to apply the knockback.

◆ KnockbackForce

Vector3 MoreMountains.TopDownEngine.MeleeWeapon.KnockbackForce = new Vector3(10, 2, 0)

The force to apply to the object that gets damaged.

◆ MaxDamageCaused

float MoreMountains.TopDownEngine.MeleeWeapon.MaxDamageCaused = 10f

The max amount of health to remove from the player's health.

◆ MeleeDamageAreaMode

MeleeDamageAreaModes MoreMountains.TopDownEngine.MeleeWeapon.MeleeDamageAreaMode = MeleeDamageAreaModes.Generated

the possible modes to handle the damage area. In Generated, the MeleeWeapon will create it, in Existing, you can bind an existing damage area - usually nested under the weapon

◆ MinDamageCaused

float MoreMountains.TopDownEngine.MeleeWeapon.MinDamageCaused = 10f

The min amount of health to remove from the player's health.

◆ TargetLayerMask

LayerMask MoreMountains.TopDownEngine.MeleeWeapon.TargetLayerMask

the layers that will be damaged by this object

◆ TriggerFilter

DamageOnTouch.TriggerAndCollisionMask MoreMountains.TopDownEngine.MeleeWeapon.TriggerFilter = DamageOnTouch.AllowedTriggerCallbacks

the trigger filters this melee weapon should apply damage on (by default, it'll apply damage on everything, but you can change this to only apply when targets enter the area, for example)


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