Corgi Engine  v9.1
MoreMountains.CorgiEngine.CharacterFallDamage Class Reference

This component will apply damage to the character if it falls from a height higher than the specified MinimumDamageFallHeight How much damage that is will be remapped between the specified min and max damage values. Animation parameter : FallDamage, bool, true the frame the character takes fall damage More...

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

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 our altitude More...
 
virtual bool CanTakeDamage ()
 Goes through various conditions that could prevent damage More...
 
virtual bool HighEnoughToGetDamaged ()
 Returns true if the character is falling from high enough to take damage More...
 
virtual bool FastEnoughToGetDamaged ()
 Returns true if the character is hitting the ground fast enough to take damage, false otherwise More...
 
virtual void StoreCurrentAltitudeAsHighest ()
 Call this method to force an altitude reset More...
 
virtual void ResetTakeOffAltitude ()
 Every frame, we check if we're in a state that should reset the altitude (fall, glide to the ground, touch the ground shouldn't trigger damage, for example) 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

float MinimumDamageFallHeight = 5f
 the minimum height at which a character has to fall for damage to be applied More...
 
float MaximumDamageFallHeight = 10f
 the height at which you'd have to fall to apply the highest damage More...
 
float MinimumDamage = 10f
 the damage to apply when falling from the min height More...
 
float MaximumDamage = 50f
 the damage to apply when falling from the max height More...
 
bool ClampedDamage = true
 whether or not to clamp the damage to MaximumDamage. If not clamped, falling from an even higher height will apply even more damage. More...
 
List< TypedDamageFallDamageTypes
 an optional list of damage types to apply when fall damage kicks in
More...
 
float DamageVelocityThreshold = 5f
 the minimum (absolute) velocity the character has to hit the ground at for damage to apply
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 init we initialize our altitude More...
 
virtual bool OtherConditions ()
 Override this to implement other conditions that could prevent damage from being applied More...
 
virtual void ProcessAirborne ()
 Processes airborne state and stores altitude if needed More...
 
virtual bool InDamageableState ()
 This method returns true if the character is in a state that can take damage. Don't hesitate to extend and override this method to specify your own rules More...
 
virtual void ApplyDamage (float distance)
 Applies fall damage More...
 
override void OnRespawn ()
 On respawn we reset our take off altitude More...
 
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 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 _airborneLastFrame = false
 
bool _damageThisFrame = false
 
float _highestAltitudeY = 0f
 
float _verticalVelocityLastFrame = 0f
 
float _altitudeDelta
 
int _fallDamageAnimationParameter
 
- 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 _fallDamageAnimationParameterName = "FallDamage"
 

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 component will apply damage to the character if it falls from a height higher than the specified MinimumDamageFallHeight How much damage that is will be remapped between the specified min and max damage values. Animation parameter : FallDamage, bool, true the frame the character takes fall damage

Member Function Documentation

◆ ApplyDamage()

virtual void MoreMountains.CorgiEngine.CharacterFallDamage.ApplyDamage ( float  distance)
protectedvirtual

Applies fall damage

Parameters
distance

◆ CanTakeDamage()

virtual bool MoreMountains.CorgiEngine.CharacterFallDamage.CanTakeDamage ( )
virtual

Goes through various conditions that could prevent damage

Returns

◆ FastEnoughToGetDamaged()

virtual bool MoreMountains.CorgiEngine.CharacterFallDamage.FastEnoughToGetDamaged ( )
virtual

Returns true if the character is hitting the ground fast enough to take damage, false otherwise

Returns

◆ HelpBoxText()

override string MoreMountains.CorgiEngine.CharacterFallDamage.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.

◆ HighEnoughToGetDamaged()

virtual bool MoreMountains.CorgiEngine.CharacterFallDamage.HighEnoughToGetDamaged ( )
virtual

Returns true if the character is falling from high enough to take damage

Returns

◆ InDamageableState()

virtual bool MoreMountains.CorgiEngine.CharacterFallDamage.InDamageableState ( )
protectedvirtual

This method returns true if the character is in a state that can take damage. Don't hesitate to extend and override this method to specify your own rules

Returns

◆ Initialization()

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

On init we initialize our altitude

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

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

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

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnRespawn()

override void MoreMountains.CorgiEngine.CharacterFallDamage.OnRespawn ( )
protectedvirtual

On respawn we reset our take off altitude

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OtherConditions()

virtual bool MoreMountains.CorgiEngine.CharacterFallDamage.OtherConditions ( )
protectedvirtual

Override this to implement other conditions that could prevent damage from being applied

Returns

◆ ProcessAbility()

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

On Update, we check our altitude

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ProcessAirborne()

virtual void MoreMountains.CorgiEngine.CharacterFallDamage.ProcessAirborne ( )
protectedvirtual

Processes airborne state and stores altitude if needed

◆ ResetTakeOffAltitude()

virtual void MoreMountains.CorgiEngine.CharacterFallDamage.ResetTakeOffAltitude ( )
virtual

Every frame, we check if we're in a state that should reset the altitude (fall, glide to the ground, touch the ground shouldn't trigger damage, for example)

◆ StoreCurrentAltitudeAsHighest()

virtual void MoreMountains.CorgiEngine.CharacterFallDamage.StoreCurrentAltitudeAsHighest ( )
virtual

Call this method to force an altitude reset

◆ UpdateAnimator()

override void MoreMountains.CorgiEngine.CharacterFallDamage.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

◆ _airborneLastFrame

bool MoreMountains.CorgiEngine.CharacterFallDamage._airborneLastFrame = false
protected

◆ _altitudeDelta

float MoreMountains.CorgiEngine.CharacterFallDamage._altitudeDelta
protected

◆ _damageThisFrame

bool MoreMountains.CorgiEngine.CharacterFallDamage._damageThisFrame = false
protected

◆ _fallDamageAnimationParameter

int MoreMountains.CorgiEngine.CharacterFallDamage._fallDamageAnimationParameter
protected

◆ _fallDamageAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterFallDamage._fallDamageAnimationParameterName = "FallDamage"
staticprotected

◆ _highestAltitudeY

float MoreMountains.CorgiEngine.CharacterFallDamage._highestAltitudeY = 0f
protected

◆ _verticalVelocityLastFrame

float MoreMountains.CorgiEngine.CharacterFallDamage._verticalVelocityLastFrame = 0f
protected

◆ ClampedDamage

bool MoreMountains.CorgiEngine.CharacterFallDamage.ClampedDamage = true

whether or not to clamp the damage to MaximumDamage. If not clamped, falling from an even higher height will apply even more damage.

◆ DamageVelocityThreshold

float MoreMountains.CorgiEngine.CharacterFallDamage.DamageVelocityThreshold = 5f

the minimum (absolute) velocity the character has to hit the ground at for damage to apply

◆ FallDamageTypes

List<TypedDamage> MoreMountains.CorgiEngine.CharacterFallDamage.FallDamageTypes

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

◆ MaximumDamage

float MoreMountains.CorgiEngine.CharacterFallDamage.MaximumDamage = 50f

the damage to apply when falling from the max height

◆ MaximumDamageFallHeight

float MoreMountains.CorgiEngine.CharacterFallDamage.MaximumDamageFallHeight = 10f

the height at which you'd have to fall to apply the highest damage

◆ MinimumDamage

float MoreMountains.CorgiEngine.CharacterFallDamage.MinimumDamage = 10f

the damage to apply when falling from the min height

◆ MinimumDamageFallHeight

float MoreMountains.CorgiEngine.CharacterFallDamage.MinimumDamageFallHeight = 5f

the minimum height at which a character has to fall for damage to be applied


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