Corgi Engine
v9.1
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Add this component to a character and it'll be able to grip level elements that have the Grip component Animator parameters : Gripping (bool) More...
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 () |
Every frame we check to see if we should be gripping More... | |
virtual void | StartGripping (Grip gripTarget) |
A public method to have the character grip the specified target More... | |
override void | UpdateAnimator () |
At the end of each cycle, we send our character's animator the current gripping status More... | |
override void | ResetAbility () |
On reset ability, we cancel all the changes made 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 | 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 | BufferDurationAfterGrip = 0.3f |
The duration (in seconds) during which a character can't grip again after exiting a grip. More... | |
bool | InputBasedGrip = false |
whether or not grip input has to be pressed to enter grip 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 Start() we grab our character jump component More... | |
override 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 | Grip () |
Called at update, handles gripping to Grip components (ropes, etc) More... | |
virtual void | Detach () |
Checks whether we should stop gripping or not 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 | OnRespawn () |
Override this to describe what should happen to this ability when the character respawns 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 | |
CharacterJump | _characterJump |
float | _gripStartedTimestamp = 0f |
float | _lastGripTimestamp = 0f |
Grip | _gripTarget |
bool | _attached = false |
bool | _tweenToGripPosition |
MMTweenType | _tweenType |
float | _tweenDuration |
Vector3 | _initialPosition |
Vector3 | _newPosition |
int | _grippingAnimationParameter |
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 | _grippingAnimationParameterName = "Gripping" |
Properties | |
virtual bool | CanGrip [get] |
Returns true if the character can grip right now, false otherwise. More... | |
Properties inherited from MoreMountains.CorgiEngine.CharacterAbility | |
virtual bool | AbilityAuthorized [get] |
virtual bool | AbilityInitialized [get] |
true if the ability has already been initialized More... | |
Add this component to a character and it'll be able to grip level elements that have the Grip component Animator parameters : Gripping (bool)
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protectedvirtual |
Checks whether we should stop gripping or not
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protectedvirtual |
Called at update, handles gripping to Grip components (ropes, etc)
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protectedvirtual |
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
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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This method is only used to display a helpbox text at the beginning of the ability's inspector.
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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On Start() we grab our character jump component
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Every frame we check to see if we should be gripping
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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On reset ability, we cancel all the changes made
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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A public method to have the character grip the specified target
gripTarget | Grip target. |
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At the end of each cycle, we send our character's animator the current gripping status
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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float MoreMountains.CorgiEngine.CharacterGrip.BufferDurationAfterGrip = 0.3f |
The duration (in seconds) during which a character can't grip again after exiting a grip.
bool MoreMountains.CorgiEngine.CharacterGrip.InputBasedGrip = false |
whether or not grip input has to be pressed to enter grip
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get |
Returns true if the character can grip right now, false otherwise.