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