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

A weapon class aimed specifically at allowing the creation of various projectile weapons, from shotgun to machine gun, via plasma gun or rocket launcher. More...

Inheritance diagram for MoreMountains.TopDownEngine.ProjectileWeapon:
MoreMountains.TopDownEngine.Weapon MoreMountains.Tools.MMEventListener< T > MoreMountains.Tools.MMMonoBehaviour MoreMountains.Tools.MMEventListenerBase

Public Types

enum  SpawnTransformsModes { Random , Sequential }
 a list of modes the spawn transforms can operate on More...
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 ()
 Initialize this weapon.
override void WeaponUse ()
 Called everytime the weapon is used.
virtual GameObject SpawnProjectile (Vector3 spawnPosition, int projectileIndex, int totalProjectiles, bool triggerObjectActivation=true)
 Spawns a new object and positions/resizes it.
virtual void SetProjectileSpawnTransform (Transform newSpawnTransform)
 Sets a forced projectile spawn position.
virtual void DetermineSpawnPosition ()
 Determines the spawn position based on the spawn offset and whether or not the weapon is flipped.
void OnMMEvent (TopDownEngineEvent engineEvent)
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 void Interrupt ()
 Call this method to interrupt the weapon.
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 Member Functions inherited from MoreMountains.Tools.MMEventListener< T >
void OnMMEvent (T eventType)

Public Attributes

Vector3 ProjectileSpawnOffset = Vector3.zero
 the offset position at which the projectile will spawn
Vector3 DefaultProjectileDirection = Vector3.forward
 in the absence of a character owner, the default direction of the projectiles
int ProjectilesPerShot = 1
 the number of projectiles to spawn per shot
List< Transform > SpawnTransforms = new List<Transform>()
 a list of transforms that can be used a spawn points, instead of the ProjectileSpawnOffset. Will be ignored if left emtpy
SpawnTransformsModes SpawnTransformsMode = SpawnTransformsModes.Sequential
 the selected mode for spawn transforms. Sequential will go through the list sequentially, while Random will pick a random one every shot
Vector3 Spread = Vector3.zero
 the spread (in degrees) to apply randomly (or not) on each angle when spawning a projectile
bool RotateWeaponOnSpread = false
 whether or not the weapon should rotate to align with the spread angle
bool RandomSpread = true
 whether or not the spread should be random (if not it'll be equally distributed)
Vector3 SpawnPosition = Vector3.zero
 the projectile's spawn position
MMObjectPooler ObjectPooler
 the object pooler used to spawn projectiles, if left empty, this component will try to find one on its game object
List< MMFeedbacksSpawnFeedbacks = new List<MMFeedbacks>()
bool TestShootButton
 a button to test the shoot method
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 TestShoot ()
 A test method that triggers the weapon.
virtual void PlaySpawnFeedbacks ()
 This method is in charge of playing feedbacks on projectile spawn.
virtual void OnDrawGizmosSelected ()
 When the weapon is selected, draws a circle at the spawn's position.
virtual void OnEnable ()
 On enable we start listening for events.
virtual void OnDisable ()
 On disable we stop listening for events.
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

Vector3 _flippedProjectileSpawnOffset
Vector3 _randomSpreadDirection
bool _poolInitialized = false
Transform _projectileSpawnTransform
int _spawnArrayIndex = 0
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 weapon class aimed specifically at allowing the creation of various projectile weapons, from shotgun to machine gun, via plasma gun or rocket launcher.

Member Enumeration Documentation

◆ SpawnTransformsModes

a list of modes the spawn transforms can operate on

Enumerator
Random 
Sequential 

Member Function Documentation

◆ DetermineSpawnPosition()

virtual void MoreMountains.TopDownEngine.ProjectileWeapon.DetermineSpawnPosition ( )
virtual

Determines the spawn position based on the spawn offset and whether or not the weapon is flipped.

◆ Initialization()

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

Initialize this weapon.

Reimplemented from MoreMountains.TopDownEngine.Weapon.

◆ OnDisable()

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

On disable we stop listening for events.

◆ OnDrawGizmosSelected()

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

When the weapon is selected, draws a circle at the spawn's position.

◆ OnEnable()

virtual void MoreMountains.TopDownEngine.ProjectileWeapon.OnEnable ( )
protectedvirtual

On enable we start listening for events.

◆ OnMMEvent()

void MoreMountains.TopDownEngine.ProjectileWeapon.OnMMEvent ( TopDownEngineEvent engineEvent)

◆ PlaySpawnFeedbacks()

virtual void MoreMountains.TopDownEngine.ProjectileWeapon.PlaySpawnFeedbacks ( )
protectedvirtual

This method is in charge of playing feedbacks on projectile spawn.

◆ SetProjectileSpawnTransform()

virtual void MoreMountains.TopDownEngine.ProjectileWeapon.SetProjectileSpawnTransform ( Transform newSpawnTransform)
virtual

Sets a forced projectile spawn position.

Parameters
newSpawnTransform

◆ SpawnProjectile()

virtual GameObject MoreMountains.TopDownEngine.ProjectileWeapon.SpawnProjectile ( Vector3 spawnPosition,
int projectileIndex,
int totalProjectiles,
bool triggerObjectActivation = true )
virtual

Spawns a new object and positions/resizes it.

we get the next object in the pool and make sure it's not null

◆ TestShoot()

virtual void MoreMountains.TopDownEngine.ProjectileWeapon.TestShoot ( )
protectedvirtual

A test method that triggers the weapon.

◆ WeaponUse()

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

Called everytime the weapon is used.

Reimplemented from MoreMountains.TopDownEngine.Weapon.

Member Data Documentation

◆ _flippedProjectileSpawnOffset

Vector3 MoreMountains.TopDownEngine.ProjectileWeapon._flippedProjectileSpawnOffset
protected

◆ _poolInitialized

bool MoreMountains.TopDownEngine.ProjectileWeapon._poolInitialized = false
protected

◆ _projectileSpawnTransform

Transform MoreMountains.TopDownEngine.ProjectileWeapon._projectileSpawnTransform
protected

◆ _randomSpreadDirection

Vector3 MoreMountains.TopDownEngine.ProjectileWeapon._randomSpreadDirection
protected

◆ _spawnArrayIndex

int MoreMountains.TopDownEngine.ProjectileWeapon._spawnArrayIndex = 0
protected

◆ DefaultProjectileDirection

Vector3 MoreMountains.TopDownEngine.ProjectileWeapon.DefaultProjectileDirection = Vector3.forward

in the absence of a character owner, the default direction of the projectiles

◆ ObjectPooler

MMObjectPooler MoreMountains.TopDownEngine.ProjectileWeapon.ObjectPooler

the object pooler used to spawn projectiles, if left empty, this component will try to find one on its game object

◆ ProjectileSpawnOffset

Vector3 MoreMountains.TopDownEngine.ProjectileWeapon.ProjectileSpawnOffset = Vector3.zero

the offset position at which the projectile will spawn

◆ ProjectilesPerShot

int MoreMountains.TopDownEngine.ProjectileWeapon.ProjectilesPerShot = 1

the number of projectiles to spawn per shot

◆ RandomSpread

bool MoreMountains.TopDownEngine.ProjectileWeapon.RandomSpread = true

whether or not the spread should be random (if not it'll be equally distributed)

◆ RotateWeaponOnSpread

bool MoreMountains.TopDownEngine.ProjectileWeapon.RotateWeaponOnSpread = false

whether or not the weapon should rotate to align with the spread angle

◆ SpawnFeedbacks

List<MMFeedbacks> MoreMountains.TopDownEngine.ProjectileWeapon.SpawnFeedbacks = new List<MMFeedbacks>()

◆ SpawnPosition

Vector3 MoreMountains.TopDownEngine.ProjectileWeapon.SpawnPosition = Vector3.zero

the projectile's spawn position

◆ SpawnTransforms

List<Transform> MoreMountains.TopDownEngine.ProjectileWeapon.SpawnTransforms = new List<Transform>()

a list of transforms that can be used a spawn points, instead of the ProjectileSpawnOffset. Will be ignored if left emtpy

◆ SpawnTransformsMode

SpawnTransformsModes MoreMountains.TopDownEngine.ProjectileWeapon.SpawnTransformsMode = SpawnTransformsModes.Sequential

the selected mode for spawn transforms. Sequential will go through the list sequentially, while Random will pick a random one every shot

◆ Spread

Vector3 MoreMountains.TopDownEngine.ProjectileWeapon.Spread = Vector3.zero

the spread (in degrees) to apply randomly (or not) on each angle when spawning a projectile

◆ TestShootButton

bool MoreMountains.TopDownEngine.ProjectileWeapon.TestShootButton

a button to test the shoot method


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