Add this class to a character so it can use weapons Note that this component will trigger animations (if their parameter is present in the Animator), based on the current weapon's Animations Animator parameters : defined from the Weapon's inspector
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Public Member Functions inherited from MoreMountains.CorgiEngine.CharacterHandleWeapon |
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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virtual void | Setup () |
| Grabs various components and inits stuff More...
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override void | ProcessAbility () |
| Every frame we check if it's needed to update the ammo display More...
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virtual void | ShootStart () |
| Causes the character to start shooting More...
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virtual void | ShootStop () |
| Causes the character to stop shooting More...
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virtual void | ForceStop () |
| A method used (usually by AIs) to force the weapon to stop More...
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virtual void | Reload () |
| Reloads the weapon More...
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virtual void | ChangeWeapon (Weapon newWeapon, string weaponID, bool combo=false) |
| Changes the character's current weapon to the one passed as a parameter More...
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override void | Flip () |
| Flips the current weapon if needed More...
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virtual void | UpdateAmmoDisplay () |
| Updates the ammo display bar and text. More...
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override void | ResetAbility () |
| On reset ability, we cancel all the changes made 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 | UpdateAnimator () |
| Override this to send parameters to the character's animator. This is called once per cycle, by the Character class, after Early, normal and Late process(). 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 | 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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Public Attributes inherited from MoreMountains.CorgiEngine.CharacterHandleWeapon |
Weapon | InitialWeapon |
| the initial weapon owned by the character More...
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bool | CanPickupWeapons = true |
| if this is set to true, the character can pick up PickableWeapons More...
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Transform | WeaponAttachment |
| the position the weapon will be attached to. If left blank, will be this.transform. More...
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bool | ForceWeaponScaleResetOnEquip = false |
| if this is true, the weapon's scale will be forced to 1,1,1 when equipped More...
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bool | ForceWeaponRotationResetOnEquip = false |
| if this is true, the weapon's rotation will be forced to Identity when equipped More...
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bool | AutomaticallyBindAnimator = true |
| if this is true this animator will be automatically bound to the weapon More...
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int | AmmoDisplayID = 0 |
| the ID of the AmmoDisplay this ability should update More...
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bool | ContinuousPress = false |
| if this is true you won't have to release your fire button to auto reload More...
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bool | GettingHitInterruptsAttack = false |
| whether or not this character getting hit should interrupt its attack (will only work if the weapon is marked as interruptable) More...
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bool | CanShootFromLadders = false |
| whether or not this character is allowed to shoot while on a ladder) More...
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bool | FaceWeaponDirection = false |
| if this is set to true, the character will be forced to face the current weapon direction More...
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bool | InvertHorizontalAimWhenWallclinging = false |
| if this is true, horizontal aim will be inverted when shooting while wallclinging, to shoot away from the wall More...
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bool | ForceAlwaysShoot = false |
| if this is true, the character will continuously fire its weapon More...
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bool | BufferInput |
| whether or not attack input should be buffered, letting you prepare an attack while another is being performed, making it easier to chain them More...
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bool | NewInputExtendsBuffer |
| if this is true, every new input will prolong the buffer More...
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float | MaximumBufferDuration = 0.25f |
| the maximum duration for the buffer, in seconds More...
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Weapon | CurrentWeapon |
| returns the current equipped weapon More...
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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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Protected Attributes inherited from MoreMountains.CorgiEngine.CharacterHandleWeapon |
float | _fireTimer = 0f |
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float | _secondaryHorizontalMovement |
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float | _secondaryVerticalMovement |
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WeaponAim | _aimableWeapon |
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ProjectileWeapon | _projectileWeapon |
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WeaponIK | _weaponIK |
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Transform | _leftHandTarget = null |
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Transform | _rightHandTarget = null |
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float | _bufferEndsAt = 0f |
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bool | _buffering = false |
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bool | _charHztlMvmtFlipInitialSetting |
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bool | _charHztlMvmtFlipInitialSettingSet = false |
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Vector2 | _invertedHorizontalAimMultiplier = new Vector2(-1f, 1f) |
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Character | _character |
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Transform | _characterTransform |
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Health | _health |
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CharacterHorizontalMovement | _characterHorizontalMovement |
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CorgiController | _controller |
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InputManager | _inputManager |
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CameraController | _sceneCamera |
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Animator | _animator |
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CharacterStates | _state |
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SpriteRenderer | _spriteRenderer |
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MMStateMachine< CharacterStates.MovementStates > | _movement |
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MMStateMachine< CharacterStates.CharacterConditions > | _condition |
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bool | _abilityInitialized = false |
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CharacterGravity | _characterGravity |
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float | _verticalInput |
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float | _horizontalInput |
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bool | _startFeedbackIsPlaying = false |
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List< CharacterHandleWeapon > | _handleWeaponList |
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Add this class to a character so it can use weapons Note that this component will trigger animations (if their parameter is present in the Animator), based on the current weapon's Animations Animator parameters : defined from the Weapon's inspector