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.
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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.
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| virtual void | SetHorizontalMove (float value) |
| | Sets the horizontal move value.
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| virtual void | SetVerticalMove (float value) |
| | Sets the horizontal move value.
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| virtual void | StartFlight () |
| | Starts the flight sequence.
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| virtual void | StopFlight () |
| | Stops the flight.
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| override void | ProcessAbility () |
| | On Update, checks if we should stop flying.
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| override void | UpdateAnimator () |
| | At the end of each cycle, we send our character's animator the current flying status.
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| override void | ResetAbility () |
| | On reset ability, we cancel all the changes made.
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| virtual void | SetInputManager (InputManager inputManager) |
| | Sets a new input manager for this ability to get input from.
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| virtual void | BindAnimator () |
| | Binds the animator from the character and initializes the animator parameters.
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| virtual void | ResetInput () |
| | Resets all input for this ability. Can be overridden for ability specific directives.
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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.
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| virtual void | LateProcessAbility () |
| | The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
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| virtual void | PermitAbility (bool abilityPermitted) |
| | Changes the status of the ability's permission.
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| virtual void | Flip () |
| | Override this to specify what should happen in this ability when the character flips.
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| virtual void | PlayAbilityStartFeedbacks () |
| | Plays the ability start feedback.
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| virtual void | StopStartFeedbacks () |
| | Stops the ability used feedback.
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| virtual void | PlayAbilityStopFeedbacks () |
| | Plays the ability stop feedback.
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| virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
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| float | FlySpeed = 6f |
| | the speed at which the character should fly
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| bool | AlwaysFlying = false |
| | whether or not the Character is always flying, in which case it'll start immune to gravity
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| bool | StopFlyingOnDeath = true |
| | whether or not the Character should stop flying on death
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| bool | InstantAcceleration = false |
| | if this is true, acceleration in flight will be instant. Note that this will prevent knockback from working.
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| MMFeedbacks | AbilityStartFeedbacks |
| | the feedbacks to play when the ability starts
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| MMFeedbacks | AbilityStopFeedbacks |
| | the feedbacks to play when the ability stops
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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
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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.
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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.
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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.
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| override void | Initialization () |
| | On Start, we initialize our flight if needed.
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| override void | HandleInput () |
| | Looks for hztal and vertical input, and for flight button if needed.
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| virtual void | HandleMovement () |
| | Makes the character move in the air.
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| virtual void | OnRevive () |
| | When the character respawns we reinitialize it.
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| override void | OnDeath () |
| | On death the character stops flying if needed.
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| override void | OnEnable () |
| | When the player respawns, we reinstate this agent.
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| override void | OnDisable () |
| | Stops listening for revive events.
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| override void | InitializeAnimatorParameters () |
| | Adds required animator parameters to the animator parameters list if they exist.
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| virtual void | Start () |
| | On Start(), we call the ability's intialization.
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| virtual void | InternalHandleInput () |
| | Internal method to check if an input manager is present or not.
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| virtual void | OnRespawn () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnHit () |
| | Override this to describe what should happen to this ability when the character takes a hit.
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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.