Corgi Engine
v9.0
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This ability will apply damage or cause the death of the character when crushed. Getting crushed happens when your character is colliding on one direction, and being crushed by anything on the CrusherLayers from the opposite direction. So a character that is standing on a platform and gets a falling platform on its head is getting crushed. More...
Public Types | |
enum | DetectionDirections { DetectionDirections.Vertical, DetectionDirections.Horizontal, DetectionDirections.Both } |
the possible ways to detect crushes More... | |
Public Member Functions | |
override string | HelpBoxText () |
This method is only used to display a helpbox text at the beginning of the ability's inspector. More... | |
override void | ProcessAbility () |
On Update, we check if we're taking flight, and if we should take damage More... | |
override void | UpdateAnimator () |
At the end of each cycle, we send our character's animator the current fall damage status More... | |
Public Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility | |
virtual void | SetInputManager (InputManager inputManager) |
Sets a new input manager for this ability to get input from More... | |
virtual void | BindAnimator () |
Binds the animator from the character and initializes the animator parameters More... | |
virtual void | ResetInput () |
Resets all input for this ability. Can be overridden for ability specific directives More... | |
virtual void | EarlyProcessAbility () |
The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed More... | |
virtual void | LateProcessAbility () |
The last of the 3 passes you can have in your ability. Think of it as LateUpdate() More... | |
virtual void | PermitAbility (bool abilityPermitted) |
Changes the status of the ability's permission More... | |
virtual void | Flip () |
Override this to specify what should happen in this ability when the character flips More... | |
virtual void | ResetAbility () |
Override this to reset this ability's parameters. It'll be automatically called when the character gets killed, in anticipation for its respawn. More... | |
virtual void | PlayAbilityStartFeedbacks () |
Plays the ability start sound effect More... | |
virtual void | StopStartFeedbacks () |
Stops the ability used sound effect More... | |
virtual void | PlayAbilityStopFeedbacks () |
Plays the ability stop sound effect More... | |
virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
Registers a new animator parameter to the list More... | |
Public Attributes | |
LayerMask | CrusherLayers = LayerManager.MovingObjectsLayerMask |
the layermask to look for crushing objects on More... | |
DetectionDirections | DetectionDirection = DetectionDirections.Vertical |
the direction to look for crushing objects More... | |
float | CrushDetectionSkinWidth = 0.02f |
bool | DieWhenCrushed = true |
whether the character should insta die when crushed or not More... | |
bool | ApplyDamageWhenCrushed = false |
whether damage should be applied to the character when crushed or not More... | |
float | DamageTakenWhenCrushed = 10 |
the amount of damage to take per crush More... | |
float | DamageTakenFlickerDuration = 0.2f |
how long the character should flicker when crushed More... | |
float | DamageTakenInvincibilityDuration = 0.6f |
how long (in seconds) the character should remain invincible after a crush More... | |
List< TypedDamage > | CrushDamageTypes |
an optional list of damage types to apply when crush damage kicks in More... | |
Public Attributes inherited from MoreMountains.CorgiEngine.CharacterAbility | |
MMFeedbacks | AbilityStartFeedbacks |
the feedbacks to play when the ability starts More... | |
MMFeedbacks | AbilityStopFeedbacks |
the feedbacks to play when the ability stops More... | |
bool | AbilityPermitted = true |
if true, this ability can perform as usual, if not, it'll be ignored. You can use this to unlock abilities over time for example More... | |
CharacterStates.MovementStates[] | BlockingMovementStates |
an array containing all the blocking movement states. If the Character is in one of these states and tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while Idle or Swimming, for example. More... | |
CharacterStates.CharacterConditions[] | BlockingConditionStates |
an array containing all the blocking condition states. If the Character is in one of these states and tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while dead, for example. More... | |
Weapon.WeaponStates[] | BlockingWeaponStates |
an array containing all the blocking weapon states. If one of the character's weapons is in one of these states and yet the character tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while attacking, for example. More... | |
Protected Member Functions | |
override void | Initialization () |
On initialization we grab our health comp More... | |
virtual void | DetectCrush () |
Casts rays on the required sides, and updates the _crushedThisFrame bool More... | |
virtual bool | DetectionRay (Vector3 origin, Vector3 direction, float length) |
Casts a ray to look for crushing objects More... | |
virtual void | ApplyCrush () |
Handles a crush if needed More... | |
virtual IEnumerator | DelayedStopStartFeedbacks (float delay) |
override void | InitializeAnimatorParameters () |
Adds required animator parameters to the animator parameters list if they exist More... | |
Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility | |
virtual void | Start () |
On Start(), we call the ability's intialization More... | |
virtual void | InternalHandleInput () |
Internal method to check if an input manager is present or not More... | |
virtual void | HandleInput () |
Called at the very start of the ability's cycle, and intended to be overridden, looks for input and calls methods if conditions are met More... | |
virtual void | OnRespawn () |
Override this to describe what should happen to this ability when the character respawns More... | |
virtual void | OnDeath () |
Override this to describe what should happen to this ability when the character respawns More... | |
virtual void | OnHit () |
Override this to describe what should happen to this ability when the character takes a hit More... | |
virtual void | OnEnable () |
On enable, we bind our respawn delegate More... | |
virtual void | OnDisable () |
On disable, we unbind our respawn delegate More... | |
Protected Attributes | |
bool | _crushedThisFrame = false |
RaycastHit2D | _hit |
int | _crushedAnimationParameter |
Protected Attributes inherited from MoreMountains.CorgiEngine.CharacterAbility | |
Character | _character |
Transform | _characterTransform |
Health | _health |
CharacterHorizontalMovement | _characterHorizontalMovement |
CorgiController | _controller |
InputManager | _inputManager |
CameraController | _sceneCamera |
Animator | _animator |
CharacterStates | _state |
SpriteRenderer | _spriteRenderer |
MMStateMachine< CharacterStates.MovementStates > | _movement |
MMStateMachine< CharacterStates.CharacterConditions > | _condition |
bool | _abilityInitialized = false |
CharacterGravity | _characterGravity |
float | _verticalInput |
float | _horizontalInput |
bool | _startFeedbackIsPlaying = false |
List< CharacterHandleWeapon > | _handleWeaponList |
Static Protected Attributes | |
const string | _crushedAnimationParameterName = "Crushed" |
Additional Inherited Members | |
Properties inherited from MoreMountains.CorgiEngine.CharacterAbility | |
virtual bool | AbilityAuthorized [get] |
virtual bool | AbilityInitialized [get] |
true if the ability has already been initialized More... | |
This ability will apply damage or cause the death of the character when crushed. Getting crushed happens when your character is colliding on one direction, and being crushed by anything on the CrusherLayers from the opposite direction. So a character that is standing on a platform and gets a falling platform on its head is getting crushed.
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protectedvirtual |
Handles a crush if needed
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protectedvirtual |
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protectedvirtual |
Casts rays on the required sides, and updates the _crushedThisFrame bool
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protectedvirtual |
Casts a ray to look for crushing objects
origin | |
direction | |
length |
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virtual |
This method is only used to display a helpbox text at the beginning of the ability's inspector.
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protectedvirtual |
On initialization we grab our health comp
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protectedvirtual |
Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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virtual |
On Update, we check if we're taking flight, and if we should take damage
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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virtual |
At the end of each cycle, we send our character's animator the current fall damage status
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protected |
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staticprotected |
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protected |
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protected |
bool MoreMountains.CorgiEngine.CharacterCrushDetection.ApplyDamageWhenCrushed = false |
whether damage should be applied to the character when crushed or not
List<TypedDamage> MoreMountains.CorgiEngine.CharacterCrushDetection.CrushDamageTypes |
an optional list of damage types to apply when crush damage kicks in
float MoreMountains.CorgiEngine.CharacterCrushDetection.CrushDetectionSkinWidth = 0.02f |
raycasts will be cast from the center of your character, towards the edges. This skin width is usually a small value, that will shorten the rays to avoid them detecting simply colliding walls/ceilings/grounds. If you're not sure, leave it at 0.02f
LayerMask MoreMountains.CorgiEngine.CharacterCrushDetection.CrusherLayers = LayerManager.MovingObjectsLayerMask |
the layermask to look for crushing objects on
float MoreMountains.CorgiEngine.CharacterCrushDetection.DamageTakenFlickerDuration = 0.2f |
how long the character should flicker when crushed
float MoreMountains.CorgiEngine.CharacterCrushDetection.DamageTakenInvincibilityDuration = 0.6f |
how long (in seconds) the character should remain invincible after a crush
float MoreMountains.CorgiEngine.CharacterCrushDetection.DamageTakenWhenCrushed = 10 |
the amount of damage to take per crush
DetectionDirections MoreMountains.CorgiEngine.CharacterCrushDetection.DetectionDirection = DetectionDirections.Vertical |
the direction to look for crushing objects
bool MoreMountains.CorgiEngine.CharacterCrushDetection.DieWhenCrushed = true |
whether the character should insta die when crushed or not