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
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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 () |
| On Update, we check our altitude More...
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virtual bool | CanTakeDamage () |
| Goes through various conditions that could prevent damage More...
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virtual bool | HighEnoughToGetDamaged () |
| Returns true if the character is falling from high enough to take damage More...
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virtual bool | FastEnoughToGetDamaged () |
| Returns true if the character is hitting the ground fast enough to take damage, false otherwise More...
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virtual void | StoreCurrentAltitudeAsHighest () |
| Call this method to force an altitude reset More...
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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...
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override void | UpdateAnimator () |
| At the end of each cycle, we send our character's animator the current fall damage status 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 | 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...
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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 | MinimumDamageFallHeight = 5f |
| the minimum height at which a character has to fall for damage to be applied More...
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float | MaximumDamageFallHeight = 10f |
| the height at which you'd have to fall to apply the highest damage More...
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float | MinimumDamage = 10f |
| the damage to apply when falling from the min height More...
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float | MaximumDamage = 50f |
| the damage to apply when falling from the max height More...
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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...
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List< TypedDamage > | FallDamageTypes |
| an optional list of damage types to apply when fall damage kicks in
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float | DamageVelocityThreshold = 5f |
| the minimum (absolute) velocity the character has to hit the ground at for damage to apply
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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 () |
| On init we initialize our altitude More...
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virtual bool | OtherConditions () |
| Override this to implement other conditions that could prevent damage from being applied More...
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virtual void | ProcessAirborne () |
| Processes airborne state and stores altitude if needed More...
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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...
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virtual void | ApplyDamage (float distance) |
| Applies fall damage More...
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override void | OnRespawn () |
| On respawn we reset our take off altitude 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 | 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...
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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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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