Add this class on a character and it'll be able to dash just like the regular dash, and apply damage to everything its DamageOnTouch zone touches.
More...
|
| override void | InitiateDash () |
| | When we start to dash, we activate our damage object.
|
| override void | StopDash () |
| | When we stop dashing, we disable our damage object.
|
| override string | HelpBoxText () |
| | This method is only used to display a helpbox text at the beginning of the ability's inspector.
|
| override void | ProcessAbility () |
| | The second of the 3 passes you can have in your ability. Think of it as Update()
|
| virtual void | StartDash () |
| | Causes the character to dash or dive (depending on the vertical movement at the start of the dash)
|
| virtual bool | DashConditions () |
| | This method evaluates the internal conditions for a dash (cooldown between dashes, amount of dashes left) and returns true if a dash can be performed, false otherwise.
|
| virtual void | SetSuccessiveDashesLeft (int newAmount) |
| | A method to reset the amount of successive dashes left.
|
| virtual bool | DashAuthorized () |
| | This method evaluates the external conditions (state, other abilities) for a dash, and returns true if a dash can be performed, false otherwise.
|
| override void | UpdateAnimator () |
| | At the end of the cycle, we update our animator's Dashing state.
|
| override void | ResetAbility () |
| | On reset ability, we cancel all the changes made.
|
| virtual void | SetInputManager (InputManager inputManager) |
| | Sets a new input manager for this ability to get input from.
|
| virtual void | BindAnimator () |
| | Binds the animator from the character and initializes the animator parameters.
|
| virtual void | ResetInput () |
| | Resets all input for this ability. Can be overridden for ability specific directives.
|
| virtual void | EarlyProcessAbility () |
| | The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed.
|
| virtual void | LateProcessAbility () |
| | The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
|
| virtual void | PermitAbility (bool abilityPermitted) |
| | Changes the status of the ability's permission.
|
| virtual void | Flip () |
| | Override this to specify what should happen in this ability when the character flips.
|
| virtual void | PlayAbilityStartFeedbacks () |
| | Plays the ability start feedback.
|
| virtual void | StopStartFeedbacks () |
| | Stops the ability used feedback.
|
| virtual void | PlayAbilityStopFeedbacks () |
| | Plays the ability stop feedback.
|
| virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
|
|
| DamageOnTouch | TargetDamageOnTouch |
| | the DamageOnTouch object to activate when dashing (usually placed under the Character's model, will require a Collider2D of some form, set to trigger
|
| float | DashDistance = 3f |
| | the distance this dash should cover
|
| float | DashForce = 40f |
| | the force of the dash
|
| bool | ResetForcesOnExit = false |
| | if this is true, forces will be reset on dash exit (killing inertia)
|
| bool | ForceExactDistance = false |
| | if this is true, position will be forced on exit to match an exact distance
|
| bool | DetachFromMovingPlatformsOnDash = false |
| | if this is true, the character's controller will detach from moving platforms when dash starts
|
| MMAim | Aim |
| | the dash's aim properties
|
| float | MinimumInputThreshold = 0.1f |
| | the minimum amount of input required to apply a direction to the dash
|
| bool | FlipCharacterIfNeeded = true |
| | if this is true, the character will flip when dashing and facing the dash's opposite direction
|
| bool | AutoCorrectTrajectory = true |
| | if this is true, will prevent the character from dashing into the ground when already grounded
|
| float | DashDirectionMinThreshold = 0.1f |
| | the direction threshold over which to compare direction when authorizing the dash. You'll likely want to keep it fairly close to zero
|
| float | DashCooldown = 1f |
| | the duration of the cooldown between 2 dashes (in seconds)
|
| bool | LimitedDashes = false |
| | whether or not dashes can be performed infinitely
|
| int | SuccessiveDashAmount = 1 |
| | the amount of successive dashes a character can perform, only if dashes are not infinite
|
| int | SuccessiveDashesLeft = 1 |
| | the amount of dashes left (runtime value only), only if dashes are not infinite
|
| SuccessiveDashResetMethods | SuccessiveDashResetMethod = SuccessiveDashResetMethods.Grounded |
| | the method used to reset the number of dashes left, only if dashes are not infinite
|
| float | SuccessiveDashResetDuration = 2f |
| | when in time reset mode, the duration, in seconds, after which the amount of dashes left gets reset, only if dashes are not infinite
|
| bool | InvincibleWhileDashing = false |
| | if this is true, this character won't receive any damage while a dash is in progress
|
| MMFeedbacks | AbilityStartFeedbacks |
| | the feedbacks to play when the ability starts
|
| MMFeedbacks | AbilityStopFeedbacks |
| | the feedbacks to play when the ability stops
|
| 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
|
| 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.
|
| 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.
|
| 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.
|
|
| override void | Initialization () |
| | On initialization, we disable our damage on touch object.
|
| override void | Initialization () |
| | Initializes our aim instance.
|
| override void | HandleInput () |
| | At the start of each cycle, we check if we're pressing the dash button. If we.
|
| virtual void | HandleAmountOfDashesLeft () |
| | Checks if conditions are met to reset the amount of dashes left.
|
| virtual void | ComputeDashDirection () |
| | Computes the dash direction based on the selected options.
|
| virtual void | CheckAutoCorrectTrajectory () |
| | Prevents the character from dashing into the ground when already grounded and if AutoCorrectTrajectory is checked.
|
| virtual void | CheckFlipCharacter () |
| | Checks whether or not a character flip is required, and flips the character if needed.
|
| virtual IEnumerator | Dash () |
| | Coroutine used to move the player in a direction over time.
|
| virtual bool | TestForLevelBounds () |
| | If the character is hitting level bounds, we check if they're "in front" of us or "behind" us, and whether it should prevent the dash or not.
|
| virtual bool | TestForExactDistance () |
| | Checks (if needed) if we've exceeded our distance, and positions the character at the exact final position.
|
| override void | InitializeAnimatorParameters () |
| | Adds required animator parameters to the animator parameters list if they exist.
|
| virtual void | Start () |
| | On Start(), we call the ability's intialization.
|
| virtual void | InternalHandleInput () |
| | Internal method to check if an input manager is present or not.
|
| virtual void | OnRespawn () |
| | Override this to describe what should happen to this ability when the character respawns.
|
| virtual void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
|
| virtual void | OnHit () |
| | Override this to describe what should happen to this ability when the character takes a hit.
|
| virtual void | OnEnable () |
| | On enable, we bind our respawn delegate.
|
| virtual void | OnDisable () |
| | On disable, we unbind our respawn delegate.
|
Add this class on a character and it'll be able to dash just like the regular dash, and apply damage to everything its DamageOnTouch zone touches.