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

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...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterGrip:
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 ()
 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...
 

Detailed Description

Add this component to a character and it'll be able to grip level elements that have the Grip component Animator parameters : Gripping (bool)

Member Function Documentation

◆ Detach()

virtual void MoreMountains.CorgiEngine.CharacterGrip.Detach ( )
protectedvirtual

Checks whether we should stop gripping or not

◆ Grip()

virtual void MoreMountains.CorgiEngine.CharacterGrip.Grip ( )
protectedvirtual

Called at update, handles gripping to Grip components (ropes, etc)

◆ HandleInput()

override void MoreMountains.CorgiEngine.CharacterGrip.HandleInput ( )
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.

◆ HelpBoxText()

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

On Start() we grab our character jump component

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

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

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

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ProcessAbility()

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

Every frame we check to see if we should be gripping

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ResetAbility()

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

On reset ability, we cancel all the changes made

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ StartGripping()

virtual void MoreMountains.CorgiEngine.CharacterGrip.StartGripping ( Grip  gripTarget)
virtual

A public method to have the character grip the specified target

Parameters
gripTargetGrip target.

◆ UpdateAnimator()

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

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

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

Member Data Documentation

◆ _attached

bool MoreMountains.CorgiEngine.CharacterGrip._attached = false
protected

◆ _characterJump

CharacterJump MoreMountains.CorgiEngine.CharacterGrip._characterJump
protected

◆ _grippingAnimationParameter

int MoreMountains.CorgiEngine.CharacterGrip._grippingAnimationParameter
protected

◆ _grippingAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterGrip._grippingAnimationParameterName = "Gripping"
staticprotected

◆ _gripStartedTimestamp

float MoreMountains.CorgiEngine.CharacterGrip._gripStartedTimestamp = 0f
protected

◆ _gripTarget

Grip MoreMountains.CorgiEngine.CharacterGrip._gripTarget
protected

◆ _initialPosition

Vector3 MoreMountains.CorgiEngine.CharacterGrip._initialPosition
protected

◆ _lastGripTimestamp

float MoreMountains.CorgiEngine.CharacterGrip._lastGripTimestamp = 0f
protected

◆ _newPosition

Vector3 MoreMountains.CorgiEngine.CharacterGrip._newPosition
protected

◆ _tweenDuration

float MoreMountains.CorgiEngine.CharacterGrip._tweenDuration
protected

◆ _tweenToGripPosition

bool MoreMountains.CorgiEngine.CharacterGrip._tweenToGripPosition
protected

◆ _tweenType

MMTweenType MoreMountains.CorgiEngine.CharacterGrip._tweenType
protected

◆ BufferDurationAfterGrip

float MoreMountains.CorgiEngine.CharacterGrip.BufferDurationAfterGrip = 0.3f

The duration (in seconds) during which a character can't grip again after exiting a grip.

◆ InputBasedGrip

bool MoreMountains.CorgiEngine.CharacterGrip.InputBasedGrip = false

whether or not grip input has to be pressed to enter grip

Property Documentation

◆ CanGrip

virtual bool MoreMountains.CorgiEngine.CharacterGrip.CanGrip
get

Returns true if the character can grip right now, false otherwise.


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