Corgi Engine v10.0
Loading...
Searching...
No Matches
MoreMountains.CorgiEngine.CharacterFly Class Reference

This component allows your character to fly by moving gravity-free on both x and y axis. Here you can define the flight speed, as well as whether or not the character is always flying (in which case you don't have to press a button to fly). Important note : slope ceilings are not supported for now. More...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterFly:
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.
virtual void SetHorizontalMove (float value)
 Sets the horizontal move value.
virtual void SetVerticalMove (float value)
 Sets the horizontal move value.
virtual void StartFlight ()
 Starts the flight sequence.
virtual void StopFlight ()
 Stops the flight.
override void ProcessAbility ()
 On Update, checks if we should stop flying.
override void UpdateAnimator ()
 At the end of each cycle, we send our character's animator the current flying status.
override void ResetAbility ()
 On reset ability, we cancel all the changes made.
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.
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.

Public Attributes

float FlySpeed = 6f
 the speed at which the character should fly
bool AlwaysFlying = false
 whether or not the Character is always flying, in which case it'll start immune to gravity
bool StopFlyingOnDeath = true
 whether or not the Character should stop flying on death
bool InstantAcceleration = false
 if this is true, acceleration in flight will be instant. Note that this will prevent knockback from working.
Public Attributes inherited from MoreMountains.CorgiEngine.CharacterAbility
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.

Protected Member Functions

override void Initialization ()
 On Start, we initialize our flight if needed.
override void HandleInput ()
 Looks for hztal and vertical input, and for flight button if needed.
virtual void HandleMovement ()
 Makes the character move in the air.
virtual void OnRevive ()
 When the character respawns we reinitialize it.
override void OnDeath ()
 On death the character stops flying if needed.
override void OnEnable ()
 When the player respawns, we reinstate this agent.
override void OnDisable ()
 Stops listening for revive events.
override void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist.
Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility
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 OnHit ()
 Override this to describe what should happen to this ability when the character takes a hit.

Protected Attributes

float _horizontalMovement
float _verticalMovement
bool _flying
int _flyingAnimationParameter
int _flySpeedAnimationParameter
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
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 _flyingAnimationParameterName = "Flying"
const string _flySpeedAnimationParameterName = "FlySpeed"

Properties

float MovementSpeedMultiplier [get, set]
 a multiplier you can target to increase/reduce the flight speed
bool IsFlying [get]
 whether or not the Character is currently flying
Properties inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual bool AbilityAuthorized [get]
virtual bool AbilityInitialized [get]
 true if the ability has already been initialized

Detailed Description

This component allows your character to fly by moving gravity-free on both x and y axis. Here you can define the flight speed, as well as whether or not the character is always flying (in which case you don't have to press a button to fly). Important note : slope ceilings are not supported for now.

Member Function Documentation

◆ HandleInput()

override void MoreMountains.CorgiEngine.CharacterFly.HandleInput ( )
protectedvirtual

Looks for hztal and vertical input, and for flight button if needed.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ HandleMovement()

virtual void MoreMountains.CorgiEngine.CharacterFly.HandleMovement ( )
protectedvirtual

Makes the character move in the air.

◆ HelpBoxText()

override string MoreMountains.CorgiEngine.CharacterFly.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.CharacterFly.Initialization ( )
protectedvirtual

On Start, we initialize our flight if needed.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

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

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

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnDeath()

override void MoreMountains.CorgiEngine.CharacterFly.OnDeath ( )
protectedvirtual

On death the character stops flying if needed.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnDisable()

override void MoreMountains.CorgiEngine.CharacterFly.OnDisable ( )
protectedvirtual

Stops listening for revive events.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnEnable()

override void MoreMountains.CorgiEngine.CharacterFly.OnEnable ( )
protectedvirtual

When the player respawns, we reinstate this agent.

Parameters
checkpointCheckpoint.
playerPlayer.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnRevive()

virtual void MoreMountains.CorgiEngine.CharacterFly.OnRevive ( )
protectedvirtual

When the character respawns we reinitialize it.

◆ ProcessAbility()

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

On Update, checks if we should stop flying.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ResetAbility()

override void MoreMountains.CorgiEngine.CharacterFly.ResetAbility ( )
virtual

On reset ability, we cancel all the changes made.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ SetHorizontalMove()

virtual void MoreMountains.CorgiEngine.CharacterFly.SetHorizontalMove ( float value)
virtual

Sets the horizontal move value.

Parameters
valueHorizontal move value, between -1 and 1 - positive : will move to the right, negative : will move left

◆ SetVerticalMove()

virtual void MoreMountains.CorgiEngine.CharacterFly.SetVerticalMove ( float value)
virtual

Sets the horizontal move value.

Parameters
valueHorizontal move value, between -1 and 1 - positive : will move to the right, negative : will move left

◆ StartFlight()

virtual void MoreMountains.CorgiEngine.CharacterFly.StartFlight ( )
virtual

Starts the flight sequence.

◆ StopFlight()

virtual void MoreMountains.CorgiEngine.CharacterFly.StopFlight ( )
virtual

Stops the flight.

◆ UpdateAnimator()

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

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

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

Member Data Documentation

◆ _flying

bool MoreMountains.CorgiEngine.CharacterFly._flying
protected

◆ _flyingAnimationParameter

int MoreMountains.CorgiEngine.CharacterFly._flyingAnimationParameter
protected

◆ _flyingAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterFly._flyingAnimationParameterName = "Flying"
staticprotected

◆ _flySpeedAnimationParameter

int MoreMountains.CorgiEngine.CharacterFly._flySpeedAnimationParameter
protected

◆ _flySpeedAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterFly._flySpeedAnimationParameterName = "FlySpeed"
staticprotected

◆ _horizontalMovement

float MoreMountains.CorgiEngine.CharacterFly._horizontalMovement
protected

◆ _verticalMovement

float MoreMountains.CorgiEngine.CharacterFly._verticalMovement
protected

◆ AlwaysFlying

bool MoreMountains.CorgiEngine.CharacterFly.AlwaysFlying = false

whether or not the Character is always flying, in which case it'll start immune to gravity

◆ FlySpeed

float MoreMountains.CorgiEngine.CharacterFly.FlySpeed = 6f

the speed at which the character should fly

◆ InstantAcceleration

bool MoreMountains.CorgiEngine.CharacterFly.InstantAcceleration = false

if this is true, acceleration in flight will be instant. Note that this will prevent knockback from working.

◆ StopFlyingOnDeath

bool MoreMountains.CorgiEngine.CharacterFly.StopFlyingOnDeath = true

whether or not the Character should stop flying on death

Property Documentation

◆ IsFlying

bool MoreMountains.CorgiEngine.CharacterFly.IsFlying
get

whether or not the Character is currently flying

◆ MovementSpeedMultiplier

float MoreMountains.CorgiEngine.CharacterFly.MovementSpeedMultiplier
getset

a multiplier you can target to increase/reduce the flight speed


The documentation for this class was generated from the following file:
  • Assets/CorgiEngine/Common/Scripts/Agents/CharacterAbilities/CharacterFly.cs