This class will pilot the CorgiController component of your character. This is where you'll implement all of your character's game rules, like jump, dash, shoot, stuff like that. Animator parameters : Grounded (bool), xSpeed (float), ySpeed (float), CollidingLeft (bool), CollidingRight (bool), CollidingBelow (bool), CollidingAbove (bool), Idle (bool) Random : a random float between 0 and 1, updated every frame, useful to add variance to your state entry transitions for example RandomConstant : a random int (between 0 and 1000), generated at Start and that'll remain constant for the entire lifetime of this animator, useful to have different characters of the same type behave differently
More...
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virtual void | Initialization () |
| Gets and stores input manager, camera and components More...
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virtual void | GetMainCamera () |
| Gets the main camera and stores it More...
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virtual void | CacheAbilities () |
| Grabs abilities and caches them for further use Make sure you call this if you add abilities at runtime Ideally you'll want to avoid adding components at runtime, it's costly, and it's best to activate/disable components instead. But if you need to, call this method. More...
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T | FindAbility< T > () |
| A method to check whether a Character has a certain ability or not More...
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List< T > | FindAbilities< T > () |
| A method to check whether a Character has a certain ability or not More...
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virtual void | ChangeAnimator (Animator newAnimator) |
| Use this method to change the character animator at runtime More...
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virtual void | AssignAnimator () |
| Binds an animator to this character More...
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virtual void | SetInputManager () |
| Gets (if it exists) the InputManager matching the Character's Player ID More...
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virtual void | SetInputManager (InputManager inputManager) |
| Sets a new input manager for this Character and all its abilities More...
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virtual void | ResetInput () |
| Resets the input for all abilities More...
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virtual void | SetPlayerID (string newPlayerID) |
| Sets the player ID More...
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virtual void | Freeze () |
| Freezes this character. More...
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virtual void | UnFreeze () |
| Unfreezes this character More...
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virtual void | RecalculateRays () |
| Use this method to force the controller to recalculate the rays, especially useful when the size of the character has changed. More...
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virtual void | Disable () |
| Called to disable the player (at the end of a level for example. It won't move and respond to input after this. More...
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virtual void | RespawnAt (Transform spawnPoint, FacingDirections facingDirection) |
| Makes the player respawn at the location passed in parameters More...
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virtual void | Flip (bool IgnoreFlipOnDirectionChange=false) |
| Flips the character and its dependencies (jetpack for example) horizontally More...
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virtual void | FlipModel () |
| Flips the model only, no impact on weapons or attachments More...
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virtual void | Face (FacingDirections facingDirection) |
| Forces the character to face right or left More...
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virtual void | ChangeCharacterConditionTemporarily (CharacterStates.CharacterConditions newCondition, float duration, bool resetControllerForces, bool disableGravity) |
| Use this method to change the character's condition for a specified duration, and resetting it afterwards. You can also use this to disable gravity for a while, and optionally reset forces too. More...
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virtual void | SetCameraTargetOffset (Vector3 offset) |
| Sets a new offset for the camera target More...
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virtual void | Reset () |
| Called when the Character dies. Calls every abilities' Reset() method, so you can restore settings to their original value if needed More...
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CharacterTypes | CharacterType = CharacterTypes.AI |
| Is the character player-controlled or controlled by an AI ? More...
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string | PlayerID = "" |
| Only used if the character is player-controlled. The PlayerID must match an input manager's PlayerID. It's also used to match Unity's input settings. So you'll be safe if you keep to Player1, Player2, Player3 or Player4. More...
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FacingDirections | InitialFacingDirection = FacingDirections.Right |
| true if the player is facing right More...
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SpawnFacingDirections | DirectionOnSpawn = SpawnFacingDirections.Default |
| the direction the character will face on spawn More...
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Animator | CharacterAnimator |
| the character animator More...
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bool | UseDefaultMecanim = true |
| Set this to false if you want to implement your own animation system. More...
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bool | PerformAnimatorSanityChecks = true |
| 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. More...
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bool | DisableAnimatorLogs = false |
| if this is true, animator logs for the associated animator will be turned off to avoid potential spam More...
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GameObject | CharacterModel |
| the 'model' (can be any gameobject) used to manipulate the character. Ideally it's separated (and nested) from the collider/corgi controller/abilities, to avoid messing with collisions. More...
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GameObject | CameraTarget |
| the object to use as the camera target for this character More...
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float | CameraTargetSpeed = 5f |
| the speed at which the Camera Target moves More...
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List< GameObject > | AdditionalAbilityNodes |
| A list of gameobjects (usually nested under the Character) under which to search for additional abilities. More...
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bool | FlipModelOnDirectionChange = true |
| whether we should flip the model's scale when the character changes direction or not More...
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Vector3 | ModelFlipValue = 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 More...
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bool | RotateModelOnDirectionChange |
| whether we should rotate the model on direction change or not More...
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Vector3 | ModelRotationValue = new Vector3(0f,180f,0f) |
| the rotation to apply to the model when it changes direction More...
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float | ModelRotationSpeed = 0f |
| the speed at which to rotate the model when changing direction, 0f means instant rotation More...
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Health | CharacterHealth |
| the Health script associated to this Character, will be grabbed automatically if left empty More...
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bool | SendStateChangeEvents = true |
| If this is true, the Character's state machine will emit events when entering/exiting a state. More...
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bool | SendStateUpdateEvents = true |
| If this is true, a state machine processor component will be added and it'll emit events on updates (see state machine processor's doc for more details) More...
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float | AirborneDistance = 0.5f |
| The distance after which the character is considered airborne. More...
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float | AirborneMinimumTime = 0.1f |
| The time (in seconds) to consider the character airborne, used to reset Jumping state. More...
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AIBrain | CharacterBrain |
| The brain currently associated with this character, if it's an Advanced AI. By default the engine will pick the one on this object, but you can attach another one if you'd like. More...
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MMStateMachine< CharacterStates.MovementStates > | MovementState |
| the movement state machine More...
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MMStateMachine< CharacterStates.CharacterConditions > | ConditionState |
| the condition state machine More...
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This class will pilot the CorgiController component of your character. This is where you'll implement all of your character's game rules, like jump, dash, shoot, stuff like that. Animator parameters : Grounded (bool), xSpeed (float), ySpeed (float), CollidingLeft (bool), CollidingRight (bool), CollidingBelow (bool), CollidingAbove (bool), Idle (bool) Random : a random float between 0 and 1, updated every frame, useful to add variance to your state entry transitions for example RandomConstant : a random int (between 0 and 1000), generated at Start and that'll remain constant for the entire lifetime of this animator, useful to have different characters of the same type behave differently
◆ CharacterTypes
the possible character types : player controller or AI (controlled by the computer)
◆ FacingDirections
the possible initial facing direction for your character
◆ SpawnFacingDirections
the possible directions you can force your character to look at after its spawn
Enumerator |
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Default | |
Left | |
Right | |
◆ AssignAnimator()
virtual void MoreMountains.CorgiEngine.Character.AssignAnimator |
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virtual |
Binds an animator to this character
◆ Awake()
virtual void MoreMountains.CorgiEngine.Character.Awake |
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protectedvirtual |
Initializes this instance of the character
◆ CacheAbilities()
virtual void MoreMountains.CorgiEngine.Character.CacheAbilities |
( |
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virtual |
Grabs abilities and caches them for further use Make sure you call this if you add abilities at runtime Ideally you'll want to avoid adding components at runtime, it's costly, and it's best to activate/disable components instead. But if you need to, call this method.
◆ CacheAbilitiesAtInit()
virtual void MoreMountains.CorgiEngine.Character.CacheAbilitiesAtInit |
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protectedvirtual |
Caches abilities if not already cached
◆ ChangeAnimator()
virtual void MoreMountains.CorgiEngine.Character.ChangeAnimator |
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Animator |
newAnimator | ) |
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virtual |
Use this method to change the character animator at runtime
- Parameters
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◆ ChangeCharacterConditionTemporarily()
virtual void MoreMountains.CorgiEngine.Character.ChangeCharacterConditionTemporarily |
( |
CharacterStates.CharacterConditions |
newCondition, |
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float |
duration, |
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bool |
resetControllerForces, |
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bool |
disableGravity |
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) |
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virtual |
Use this method to change the character's condition for a specified duration, and resetting it afterwards. You can also use this to disable gravity for a while, and optionally reset forces too.
- Parameters
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newCondition | |
duration | |
resetControllerForces | |
disableGravity | |
◆ ChangeCharacterConditionTemporarilyCo()
virtual IEnumerator MoreMountains.CorgiEngine.Character.ChangeCharacterConditionTemporarilyCo |
( |
CharacterStates.CharacterConditions |
newCondition, |
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float |
duration, |
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bool |
resetControllerForces, |
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bool |
disableGravity |
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) |
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protectedvirtual |
Coroutine handling the temporary change of condition mandated by ChangeCharacterConditionTemporarily
- Parameters
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newCondition | |
duration | |
resetControllerForces | |
disableGravity | |
- Returns
◆ Disable()
virtual void MoreMountains.CorgiEngine.Character.Disable |
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virtual |
Called to disable the player (at the end of a level for example. It won't move and respond to input after this.
◆ EarlyProcessAbilities()
virtual void MoreMountains.CorgiEngine.Character.EarlyProcessAbilities |
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protectedvirtual |
Calls all registered abilities' Early Process methods
◆ EveryFrame()
virtual void MoreMountains.CorgiEngine.Character.EveryFrame |
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protectedvirtual |
We do this every frame. This is separate from Update for more flexibility.
◆ Face()
virtual void MoreMountains.CorgiEngine.Character.Face |
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FacingDirections |
facingDirection | ) |
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virtual |
Forces the character to face right or left
- Parameters
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facingDirection | Facing direction. |
◆ FindAbilities< T >()
List<T> MoreMountains.CorgiEngine.Character.FindAbilities< T > |
( |
| ) |
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A method to check whether a Character has a certain ability or not
- Template Parameters
-
- Returns
◆ FindAbility< T >()
T MoreMountains.CorgiEngine.Character.FindAbility< T > |
( |
| ) |
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A method to check whether a Character has a certain ability or not
- Template Parameters
-
- Returns
◆ Flip()
virtual void MoreMountains.CorgiEngine.Character.Flip |
( |
bool |
IgnoreFlipOnDirectionChange = false | ) |
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virtual |
Flips the character and its dependencies (jetpack for example) horizontally
◆ FlipModel()
virtual void MoreMountains.CorgiEngine.Character.FlipModel |
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virtual |
Flips the model only, no impact on weapons or attachments
◆ ForceSpawnDirection()
virtual void MoreMountains.CorgiEngine.Character.ForceSpawnDirection |
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protectedvirtual |
Forces the character to face left or right on spawn (and respawn)
◆ Freeze()
virtual void MoreMountains.CorgiEngine.Character.Freeze |
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virtual |
◆ GetMainCamera()
virtual void MoreMountains.CorgiEngine.Character.GetMainCamera |
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virtual |
Gets the main camera and stores it
◆ HandleCameraTarget()
virtual void MoreMountains.CorgiEngine.Character.HandleCameraTarget |
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protectedvirtual |
Called every frame, makes the camera target move
◆ HandleCharacterStatus()
virtual void MoreMountains.CorgiEngine.Character.HandleCharacterStatus |
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protectedvirtual |
Handles the character status.
◆ Initialization()
virtual void MoreMountains.CorgiEngine.Character.Initialization |
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virtual |
Gets and stores input manager, camera and components
◆ InitializeAnimatorParameters()
virtual void MoreMountains.CorgiEngine.Character.InitializeAnimatorParameters |
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protectedvirtual |
Initializes the animator parameters.
◆ LateProcessAbilities()
virtual void MoreMountains.CorgiEngine.Character.LateProcessAbilities |
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protectedvirtual |
Calls all registered abilities' Late Process methods
◆ OnDeath()
virtual void MoreMountains.CorgiEngine.Character.OnDeath |
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protectedvirtual |
On character death, disables the brain and any damage on touch area
◆ OnDisable()
virtual void MoreMountains.CorgiEngine.Character.OnDisable |
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protectedvirtual |
OnDisable, we unregister our OnRevive event
◆ OnEnable()
virtual void MoreMountains.CorgiEngine.Character.OnEnable |
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protectedvirtual |
OnEnable, we register our OnRevive event
◆ OnRevive()
virtual void MoreMountains.CorgiEngine.Character.OnRevive |
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protectedvirtual |
On revive, we force the spawn direction
◆ ProcessAbilities()
virtual void MoreMountains.CorgiEngine.Character.ProcessAbilities |
( |
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protectedvirtual |
Calls all registered abilities' Process methods
◆ RecalculateRays()
virtual void MoreMountains.CorgiEngine.Character.RecalculateRays |
( |
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virtual |
Use this method to force the controller to recalculate the rays, especially useful when the size of the character has changed.
◆ Reset()
virtual void MoreMountains.CorgiEngine.Character.Reset |
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virtual |
Called when the Character dies. Calls every abilities' Reset() method, so you can restore settings to their original value if needed
◆ ResetInput()
virtual void MoreMountains.CorgiEngine.Character.ResetInput |
( |
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virtual |
Resets the input for all abilities
◆ RespawnAt()
virtual void MoreMountains.CorgiEngine.Character.RespawnAt |
( |
Transform |
spawnPoint, |
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FacingDirections |
facingDirection |
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) |
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virtual |
Makes the player respawn at the location passed in parameters
- Parameters
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spawnPoint | The location of the respawn. |
◆ RotateModel()
virtual void MoreMountains.CorgiEngine.Character.RotateModel |
( |
| ) |
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protectedvirtual |
◆ SetCameraTargetOffset()
virtual void MoreMountains.CorgiEngine.Character.SetCameraTargetOffset |
( |
Vector3 |
offset | ) |
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virtual |
Sets a new offset for the camera target
- Parameters
-
◆ SetInputManager() [1/2]
virtual void MoreMountains.CorgiEngine.Character.SetInputManager |
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virtual |
◆ SetInputManager() [2/2]
virtual void MoreMountains.CorgiEngine.Character.SetInputManager |
( |
InputManager |
inputManager | ) |
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virtual |
Sets a new input manager for this Character and all its abilities
- Parameters
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◆ SetPlayerID()
virtual void MoreMountains.CorgiEngine.Character.SetPlayerID |
( |
string |
newPlayerID | ) |
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virtual |
Sets the player ID
- Parameters
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newPlayerID | New player ID. |
◆ UnFreeze()
virtual void MoreMountains.CorgiEngine.Character.UnFreeze |
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virtual |
◆ Update()
virtual void MoreMountains.CorgiEngine.Character.Update |
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protectedvirtual |
This is called every frame.
◆ UpdateAnimationRandomNumber()
virtual void MoreMountains.CorgiEngine.Character.UpdateAnimationRandomNumber |
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protectedvirtual |
Generates a random number to send to the animator
◆ UpdateAnimators()
virtual void MoreMountains.CorgiEngine.Character.UpdateAnimators |
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protectedvirtual |
This is called at Update() and sets each of the animators parameters to their corresponding State values
◆ UpdateInputManagersInAbilities()
virtual void MoreMountains.CorgiEngine.Character.UpdateInputManagersInAbilities |
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protectedvirtual |
Updates the linked input manager for all abilities
◆ _abilitiesCachedOnce
bool MoreMountains.CorgiEngine.Character._abilitiesCachedOnce = false |
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protected |
◆ _airborneAnimationParameterName
const string MoreMountains.CorgiEngine.Character._airborneAnimationParameterName = "Airborne" |
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staticprotected |
◆ _airborneSpeedAnimationParameter
int MoreMountains.CorgiEngine.Character._airborneSpeedAnimationParameter |
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protected |
◆ _aliveAnimationParameter
int MoreMountains.CorgiEngine.Character._aliveAnimationParameter |
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protected |
◆ _aliveAnimationParameterName
const string MoreMountains.CorgiEngine.Character._aliveAnimationParameterName = "Alive" |
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staticprotected |
◆ _animatorRandomNumber
float MoreMountains.CorgiEngine.Character._animatorRandomNumber |
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protected |
◆ _cameraOffset
Vector3 MoreMountains.CorgiEngine.Character._cameraOffset = Vector3.zero |
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protected |
◆ _cameraTargetInitialPosition
Vector3 MoreMountains.CorgiEngine.Character._cameraTargetInitialPosition |
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protected |
◆ _characterAbilities
◆ _characterPersistence
◆ _collidingAboveAnimationParameter
int MoreMountains.CorgiEngine.Character._collidingAboveAnimationParameter |
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protected |
◆ _collidingAboveAnimationParameterName
const string MoreMountains.CorgiEngine.Character._collidingAboveAnimationParameterName = "CollidingAbove" |
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staticprotected |
◆ _collidingBelowAnimationParameter
int MoreMountains.CorgiEngine.Character._collidingBelowAnimationParameter |
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protected |
◆ _collidingBelowAnimationParameterName
const string MoreMountains.CorgiEngine.Character._collidingBelowAnimationParameterName = "CollidingBelow" |
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staticprotected |
◆ _collidingLeftAnimationParameter
int MoreMountains.CorgiEngine.Character._collidingLeftAnimationParameter |
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protected |
◆ _collidingLeftAnimationParameterName
const string MoreMountains.CorgiEngine.Character._collidingLeftAnimationParameterName = "CollidingLeft" |
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staticprotected |
◆ _collidingRightAnimationParameter
int MoreMountains.CorgiEngine.Character._collidingRightAnimationParameter |
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protected |
◆ _collidingRightAnimationParameterName
const string MoreMountains.CorgiEngine.Character._collidingRightAnimationParameterName = "CollidingRight" |
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staticprotected |
◆ _conditionChangeCoroutine
Coroutine MoreMountains.CorgiEngine.Character._conditionChangeCoroutine |
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protected |
◆ _conditionStateBeforeFreeze
◆ _controller
◆ _damageOnTouch
◆ _facingRightAnimationParameter
int MoreMountains.CorgiEngine.Character._facingRightAnimationParameter |
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protected |
◆ _facingRightAnimationParameterName
const string MoreMountains.CorgiEngine.Character._facingRightAnimationParameterName = "FacingRight" |
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staticprotected |
◆ _fallingAnimationParameter
int MoreMountains.CorgiEngine.Character._fallingAnimationParameter |
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protected |
◆ _fallingAnimationParameterName
const string MoreMountains.CorgiEngine.Character._fallingAnimationParameterName = "Falling" |
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staticprotected |
◆ _flipAnimationParameter
int MoreMountains.CorgiEngine.Character._flipAnimationParameter |
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protected |
◆ _flipAnimationParameterName
const string MoreMountains.CorgiEngine.Character._flipAnimationParameterName = "Flip" |
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staticprotected |
◆ _groundedAnimationParameter
int MoreMountains.CorgiEngine.Character._groundedAnimationParameter |
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protected |
◆ _groundedAnimationParameterName
const string MoreMountains.CorgiEngine.Character._groundedAnimationParameterName = "Grounded" |
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staticprotected |
◆ _idleSpeedAnimationParameter
int MoreMountains.CorgiEngine.Character._idleSpeedAnimationParameter |
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protected |
◆ _idleSpeedAnimationParameterName
const string MoreMountains.CorgiEngine.Character._idleSpeedAnimationParameterName = "Idle" |
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staticprotected |
◆ _initialColor
Color MoreMountains.CorgiEngine.Character._initialColor |
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protected |
◆ _lastState
◆ _originalGravity
float MoreMountains.CorgiEngine.Character._originalGravity |
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protected |
◆ _randomAnimationParameter
int MoreMountains.CorgiEngine.Character._randomAnimationParameter |
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protected |
◆ _randomAnimationParameterName
const string MoreMountains.CorgiEngine.Character._randomAnimationParameterName = "Random" |
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staticprotected |
◆ _randomConstantAnimationParameter
int MoreMountains.CorgiEngine.Character._randomConstantAnimationParameter |
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protected |
◆ _randomConstantAnimationParameterName
const string MoreMountains.CorgiEngine.Character._randomConstantAnimationParameterName = "RandomConstant" |
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staticprotected |
◆ _spawnDirectionForced
bool MoreMountains.CorgiEngine.Character._spawnDirectionForced = false |
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protected |
◆ _spriteRenderer
SpriteRenderer MoreMountains.CorgiEngine.Character._spriteRenderer |
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protected |
◆ _targetModelRotation
Vector3 MoreMountains.CorgiEngine.Character._targetModelRotation |
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protected |
◆ _worldXSpeedAnimationParameter
int MoreMountains.CorgiEngine.Character._worldXSpeedAnimationParameter |
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protected |
◆ _worldXSpeedAnimationParameterName
const string MoreMountains.CorgiEngine.Character._worldXSpeedAnimationParameterName = "WorldXSpeed" |
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staticprotected |
◆ _worldYSpeedAnimationParameter
int MoreMountains.CorgiEngine.Character._worldYSpeedAnimationParameter |
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protected |
◆ _worldYSpeedAnimationParameterName
const string MoreMountains.CorgiEngine.Character._worldYSpeedAnimationParameterName = "WorldYSpeed" |
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staticprotected |
◆ _xSpeedAbsoluteAnimationParameter
int MoreMountains.CorgiEngine.Character._xSpeedAbsoluteAnimationParameter |
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protected |
◆ _xSpeedAbsoluteAnimationParameterName
const string MoreMountains.CorgiEngine.Character._xSpeedAbsoluteAnimationParameterName = "xSpeedAbsolute" |
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staticprotected |
◆ _xSpeedAnimationParameter
int MoreMountains.CorgiEngine.Character._xSpeedAnimationParameter |
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protected |
◆ _xSpeedAnimationParameterName
const string MoreMountains.CorgiEngine.Character._xSpeedAnimationParameterName = "xSpeed" |
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staticprotected |
◆ _ySpeedAbsoluteAnimationParameter
int MoreMountains.CorgiEngine.Character._ySpeedAbsoluteAnimationParameter |
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protected |
◆ _ySpeedAbsoluteAnimationParameterName
const string MoreMountains.CorgiEngine.Character._ySpeedAbsoluteAnimationParameterName = "ySpeedAbsolute" |
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staticprotected |
◆ _ySpeedAnimationParameter
int MoreMountains.CorgiEngine.Character._ySpeedAnimationParameter |
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protected |
◆ _ySpeedAnimationParameterName
const string MoreMountains.CorgiEngine.Character._ySpeedAnimationParameterName = "ySpeed" |
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staticprotected |
◆ AdditionalAbilityNodes
List<GameObject> MoreMountains.CorgiEngine.Character.AdditionalAbilityNodes |
A list of gameobjects (usually nested under the Character) under which to search for additional abilities.
◆ AirborneDistance
float MoreMountains.CorgiEngine.Character.AirborneDistance = 0.5f |
The distance after which the character is considered airborne.
◆ AirborneMinimumTime
float MoreMountains.CorgiEngine.Character.AirborneMinimumTime = 0.1f |
The time (in seconds) to consider the character airborne, used to reset Jumping state.
◆ CameraTarget
GameObject MoreMountains.CorgiEngine.Character.CameraTarget |
the object to use as the camera target for this character
◆ CameraTargetSpeed
float MoreMountains.CorgiEngine.Character.CameraTargetSpeed = 5f |
the speed at which the Camera Target moves
◆ CharacterAnimator
Animator MoreMountains.CorgiEngine.Character.CharacterAnimator |
◆ CharacterBrain
AIBrain MoreMountains.CorgiEngine.Character.CharacterBrain |
The brain currently associated with this character, if it's an Advanced AI. By default the engine will pick the one on this object, but you can attach another one if you'd like.
◆ CharacterHealth
Health MoreMountains.CorgiEngine.Character.CharacterHealth |
the Health script associated to this Character, will be grabbed automatically if left empty
◆ CharacterModel
GameObject MoreMountains.CorgiEngine.Character.CharacterModel |
the 'model' (can be any gameobject) used to manipulate the character. Ideally it's separated (and nested) from the collider/corgi controller/abilities, to avoid messing with collisions.
◆ CharacterType
Is the character player-controlled or controlled by an AI ?
◆ ConditionState
the condition state machine
◆ DirectionOnSpawn
the direction the character will face on spawn
◆ DisableAnimatorLogs
bool MoreMountains.CorgiEngine.Character.DisableAnimatorLogs = false |
if this is true, animator logs for the associated animator will be turned off to avoid potential spam
◆ FlipModelOnDirectionChange
bool MoreMountains.CorgiEngine.Character.FlipModelOnDirectionChange = true |
whether we should flip the model's scale when the character changes direction or not
◆ InitialFacingDirection
true if the player is facing right
◆ ModelFlipValue
Vector3 MoreMountains.CorgiEngine.Character.ModelFlipValue = 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
◆ ModelRotationSpeed
float MoreMountains.CorgiEngine.Character.ModelRotationSpeed = 0f |
the speed at which to rotate the model when changing direction, 0f means instant rotation
◆ ModelRotationValue
Vector3 MoreMountains.CorgiEngine.Character.ModelRotationValue = new Vector3(0f,180f,0f) |
the rotation to apply to the model when it changes direction
◆ MovementState
the movement state machine
◆ PerformAnimatorSanityChecks
bool MoreMountains.CorgiEngine.Character.PerformAnimatorSanityChecks = true |
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.
◆ PlayerID
string MoreMountains.CorgiEngine.Character.PlayerID = "" |
Only used if the character is player-controlled. The PlayerID must match an input manager's PlayerID. It's also used to match Unity's input settings. So you'll be safe if you keep to Player1, Player2, Player3 or Player4.
◆ RotateModelOnDirectionChange
bool MoreMountains.CorgiEngine.Character.RotateModelOnDirectionChange |
whether we should rotate the model on direction change or not
◆ SendStateChangeEvents
bool MoreMountains.CorgiEngine.Character.SendStateChangeEvents = true |
If this is true, the Character's state machine will emit events when entering/exiting a state.
◆ SendStateUpdateEvents
bool MoreMountains.CorgiEngine.Character.SendStateUpdateEvents = true |
If this is true, a state machine processor component will be added and it'll emit events on updates (see state machine processor's doc for more details)
◆ UseDefaultMecanim
bool MoreMountains.CorgiEngine.Character.UseDefaultMecanim = true |
Set this to false if you want to implement your own animation system.
◆ _animator
Animator MoreMountains.CorgiEngine.Character._animator |
|
getprotected set |
◆ _animatorParameters
HashSet<int> MoreMountains.CorgiEngine.Character._animatorParameters |
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getset |
a list of animator parameters to update
◆ Airborne
virtual bool MoreMountains.CorgiEngine.Character.Airborne |
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get |
Whether or not the character is airborne this frame.
◆ CanFlip
bool MoreMountains.CorgiEngine.Character.CanFlip |
|
getset |
whether or not the character can flip this frame
◆ CharacterState
the various states of the character
◆ IsFacingRight
bool MoreMountains.CorgiEngine.Character.IsFacingRight |
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getset |
if this is true, the character is currently facing right
◆ LinkedInputManager
InputManager MoreMountains.CorgiEngine.Character.LinkedInputManager |
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getprotected set |
◆ SceneCamera
The documentation for this class was generated from the following file: