Corgi Engine  v8.8
MoreMountains.CorgiEngine.CharacterCrushDetection Class Reference

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...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterCrushDetection:
MoreMountains.CorgiEngine.CharacterAbility MoreMountains.CorgiEngine.CorgiMonoBehaviour

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< TypedDamageCrushDamageTypes
 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...
 

Detailed Description

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.

Member Enumeration Documentation

◆ DetectionDirections

the possible ways to detect crushes

Enumerator
Vertical 
Horizontal 
Both 

Member Function Documentation

◆ ApplyCrush()

virtual void MoreMountains.CorgiEngine.CharacterCrushDetection.ApplyCrush ( )
protectedvirtual

Handles a crush if needed

◆ DelayedStopStartFeedbacks()

virtual IEnumerator MoreMountains.CorgiEngine.CharacterCrushDetection.DelayedStopStartFeedbacks ( float  delay)
protectedvirtual

◆ DetectCrush()

virtual void MoreMountains.CorgiEngine.CharacterCrushDetection.DetectCrush ( )
protectedvirtual

Casts rays on the required sides, and updates the _crushedThisFrame bool

◆ DetectionRay()

virtual bool MoreMountains.CorgiEngine.CharacterCrushDetection.DetectionRay ( Vector3  origin,
Vector3  direction,
float  length 
)
protectedvirtual

Casts a ray to look for crushing objects

Parameters
origin
direction
length
Returns

◆ HelpBoxText()

override string MoreMountains.CorgiEngine.CharacterCrushDetection.HelpBoxText ( )
virtual

This method is only used to display a helpbox text at the beginning of the ability's inspector.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ Initialization()

override void MoreMountains.CorgiEngine.CharacterCrushDetection.Initialization ( )
protectedvirtual

On initialization we grab our health comp

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.CorgiEngine.CharacterCrushDetection.InitializeAnimatorParameters ( )
protectedvirtual

Adds required animator parameters to the animator parameters list if they exist

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ProcessAbility()

override void MoreMountains.CorgiEngine.CharacterCrushDetection.ProcessAbility ( )
virtual

On Update, we check if we're taking flight, and if we should take damage

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ UpdateAnimator()

override void MoreMountains.CorgiEngine.CharacterCrushDetection.UpdateAnimator ( )
virtual

At the end of each cycle, we send our character's animator the current fall damage status

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

Member Data Documentation

◆ _crushedAnimationParameter

int MoreMountains.CorgiEngine.CharacterCrushDetection._crushedAnimationParameter
protected

◆ _crushedAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterCrushDetection._crushedAnimationParameterName = "Crushed"
staticprotected

◆ _crushedThisFrame

bool MoreMountains.CorgiEngine.CharacterCrushDetection._crushedThisFrame = false
protected

◆ _hit

RaycastHit2D MoreMountains.CorgiEngine.CharacterCrushDetection._hit
protected

◆ ApplyDamageWhenCrushed

bool MoreMountains.CorgiEngine.CharacterCrushDetection.ApplyDamageWhenCrushed = false

whether damage should be applied to the character when crushed or not

◆ CrushDamageTypes

List<TypedDamage> MoreMountains.CorgiEngine.CharacterCrushDetection.CrushDamageTypes

an optional list of damage types to apply when crush damage kicks in

◆ CrushDetectionSkinWidth

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

◆ CrusherLayers

LayerMask MoreMountains.CorgiEngine.CharacterCrushDetection.CrusherLayers = LayerManager.MovingObjectsLayerMask

the layermask to look for crushing objects on

◆ DamageTakenFlickerDuration

float MoreMountains.CorgiEngine.CharacterCrushDetection.DamageTakenFlickerDuration = 0.2f

how long the character should flicker when crushed

◆ DamageTakenInvincibilityDuration

float MoreMountains.CorgiEngine.CharacterCrushDetection.DamageTakenInvincibilityDuration = 0.6f

how long (in seconds) the character should remain invincible after a crush

◆ DamageTakenWhenCrushed

float MoreMountains.CorgiEngine.CharacterCrushDetection.DamageTakenWhenCrushed = 10

the amount of damage to take per crush

◆ DetectionDirection

DetectionDirections MoreMountains.CorgiEngine.CharacterCrushDetection.DetectionDirection = DetectionDirections.Vertical

the direction to look for crushing objects

◆ DieWhenCrushed

bool MoreMountains.CorgiEngine.CharacterCrushDetection.DieWhenCrushed = true

whether the character should insta die when crushed or not


The documentation for this class was generated from the following file: