Corgi Engine v9.4
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MoreMountains.CorgiEngine.CharacterHandleWeapon Class Reference

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. More...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterHandleWeapon:
MoreMountains.CorgiEngine.CharacterAbility MoreMountains.CorgiEngine.CorgiMonoBehaviour MoreMountains.CorgiEngine.CharacterHandleSecondaryWeapon

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 Setup ()
 Grabs various components and inits stuff.
override void ProcessAbility ()
 Every frame we check if it's needed to update the ammo display.
virtual void ShootStart ()
 Causes the character to start shooting.
virtual void ShootStop ()
 Causes the character to stop shooting.
virtual void ForceStop ()
 A method used (usually by AIs) to force the weapon to stop.
virtual void Reload ()
 Reloads the weapon.
virtual void ChangeWeapon (Weapon newWeapon, string weaponID, bool combo=false)
 Changes the character's current weapon to the one passed as a parameter.
override void Flip ()
 Flips the current weapon if needed.
virtual void UpdateAmmoDisplay ()
 Updates the ammo display bar and text.
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 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().
virtual void PermitAbility (bool abilityPermitted)
 Changes the status of the ability's permission.
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

Weapon InitialWeapon
 the initial weapon owned by the character
bool CanPickupWeapons = true
 if this is set to true, the character can pick up PickableWeapons
Transform WeaponAttachment
 the position the weapon will be attached to. If left blank, will be this.transform.
bool ForceWeaponScaleResetOnEquip = false
 if this is true, the weapon's scale will be forced to 1,1,1 when equipped
bool ForceWeaponRotationResetOnEquip = false
 if this is true, the weapon's rotation will be forced to Identity when equipped
bool AutomaticallyBindAnimator = true
 if this is true this animator will be automatically bound to the weapon
int AmmoDisplayID = 0
 the ID of the AmmoDisplay this ability should update
bool ContinuousPress = false
 if this is true you won't have to release your fire button to auto reload
bool GettingHitInterruptsAttack = false
 whether or not this character getting hit should interrupt its attack (will only work if the weapon is marked as interruptable)
bool CanShootFromLadders = false
 whether or not this character is allowed to shoot while on a ladder)
bool FaceWeaponDirection = false
 if this is set to true, the character will be forced to face the current weapon direction
bool InvertHorizontalAimWhenWallclinging = false
 if this is true, horizontal aim will be inverted when shooting while wallclinging, to shoot away from the wall
bool ForceAlwaysShoot = false
 if this is true, the character will continuously fire its weapon
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
bool NewInputExtendsBuffer
 if this is true, every new input will prolong the buffer
float MaximumBufferDuration = 0.25f
 the maximum duration for the buffer, in seconds
Weapon CurrentWeapon
 returns the current equipped weapon
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 ()
 Gets and stores components for further use.
virtual void HandleWeaponStop ()
 Checks for state changes to trigger stop feedbacks.
virtual void HandleFacingDirection ()
 If FaceWeaponDirection is true, will force the character to face the weapon direction.
override void HandleInput ()
 Gets input and triggers methods based on what's been pressed.
virtual void HandleBuffer ()
 Triggers an attack if the weapon is idle and an input has been buffered.
override void OnRespawn ()
 On respawn we setup our weapon again.
override void OnHit ()
 On hit we interrupt our weapon if needed.
override void OnDeath ()
 On death we stop shooting if needed.
Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual void Start ()
 On Start(), we call the ability's intialization.
virtual void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist.
virtual void InternalHandleInput ()
 Internal method to check if an input manager is present or not.
virtual void OnEnable ()
 On enable, we bind our respawn delegate.
virtual void OnDisable ()
 On disable, we unbind our respawn delegate.

Protected Attributes

float _fireTimer = 0f
float _secondaryHorizontalMovement
float _secondaryVerticalMovement
WeaponAim _aimableWeapon
ProjectileWeapon _projectileWeapon
WeaponIK _weaponIK
Transform _leftHandTarget = null
Transform _rightHandTarget = null
float _bufferEndsAt = 0f
bool _buffering = false
bool _charHztlMvmtFlipInitialSetting
bool _charHztlMvmtFlipInitialSettingSet = false
Vector2 _invertedHorizontalAimMultiplier = new Vector2(-1f, 1f)
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

Properties

virtual int HandleWeaponID [get]
Animator CharacterAnimator [get, set]
Properties inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual bool AbilityAuthorized [get]
virtual bool AbilityInitialized [get]
 true if the ability has already been initialized

Detailed Description

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.

Member Function Documentation

◆ ChangeWeapon()

virtual void MoreMountains.CorgiEngine.CharacterHandleWeapon.ChangeWeapon ( Weapon newWeapon,
string weaponID,
bool combo = false )
virtual

Changes the character's current weapon to the one passed as a parameter.

Parameters
newWeaponThe new weapon.

◆ Flip()

override void MoreMountains.CorgiEngine.CharacterHandleWeapon.Flip ( )
virtual

Flips the current weapon if needed.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ForceStop()

virtual void MoreMountains.CorgiEngine.CharacterHandleWeapon.ForceStop ( )
virtual

A method used (usually by AIs) to force the weapon to stop.

◆ HandleBuffer()

virtual void MoreMountains.CorgiEngine.CharacterHandleWeapon.HandleBuffer ( )
protectedvirtual

Triggers an attack if the weapon is idle and an input has been buffered.

◆ HandleFacingDirection()

virtual void MoreMountains.CorgiEngine.CharacterHandleWeapon.HandleFacingDirection ( )
protectedvirtual

If FaceWeaponDirection is true, will force the character to face the weapon direction.

◆ HandleInput()

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

Gets input and triggers methods based on what's been pressed.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ HandleWeaponStop()

virtual void MoreMountains.CorgiEngine.CharacterHandleWeapon.HandleWeaponStop ( )
protectedvirtual

Checks for state changes to trigger stop feedbacks.

◆ HelpBoxText()

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

Gets and stores components for further use.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnDeath()

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

On death we stop shooting if needed.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnHit()

override void MoreMountains.CorgiEngine.CharacterHandleWeapon.OnHit ( )
protectedvirtual

On hit we interrupt our weapon if needed.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnRespawn()

override void MoreMountains.CorgiEngine.CharacterHandleWeapon.OnRespawn ( )
protectedvirtual

On respawn we setup our weapon again.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ProcessAbility()

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

Every frame we check if it's needed to update the ammo display.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ Reload()

virtual void MoreMountains.CorgiEngine.CharacterHandleWeapon.Reload ( )
virtual

Reloads the weapon.

◆ ResetAbility()

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

On reset ability, we cancel all the changes made.

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ Setup()

virtual void MoreMountains.CorgiEngine.CharacterHandleWeapon.Setup ( )
virtual

Grabs various components and inits stuff.

◆ ShootStart()

virtual void MoreMountains.CorgiEngine.CharacterHandleWeapon.ShootStart ( )
virtual

Causes the character to start shooting.

◆ ShootStop()

virtual void MoreMountains.CorgiEngine.CharacterHandleWeapon.ShootStop ( )
virtual

Causes the character to stop shooting.

◆ UpdateAmmoDisplay()

virtual void MoreMountains.CorgiEngine.CharacterHandleWeapon.UpdateAmmoDisplay ( )
virtual

Updates the ammo display bar and text.

Member Data Documentation

◆ _aimableWeapon

WeaponAim MoreMountains.CorgiEngine.CharacterHandleWeapon._aimableWeapon
protected

◆ _bufferEndsAt

float MoreMountains.CorgiEngine.CharacterHandleWeapon._bufferEndsAt = 0f
protected

◆ _buffering

bool MoreMountains.CorgiEngine.CharacterHandleWeapon._buffering = false
protected

◆ _charHztlMvmtFlipInitialSetting

bool MoreMountains.CorgiEngine.CharacterHandleWeapon._charHztlMvmtFlipInitialSetting
protected

◆ _charHztlMvmtFlipInitialSettingSet

bool MoreMountains.CorgiEngine.CharacterHandleWeapon._charHztlMvmtFlipInitialSettingSet = false
protected

◆ _fireTimer

float MoreMountains.CorgiEngine.CharacterHandleWeapon._fireTimer = 0f
protected

◆ _invertedHorizontalAimMultiplier

Vector2 MoreMountains.CorgiEngine.CharacterHandleWeapon._invertedHorizontalAimMultiplier = new Vector2(-1f, 1f)
protected

◆ _leftHandTarget

Transform MoreMountains.CorgiEngine.CharacterHandleWeapon._leftHandTarget = null
protected

◆ _projectileWeapon

ProjectileWeapon MoreMountains.CorgiEngine.CharacterHandleWeapon._projectileWeapon
protected

◆ _rightHandTarget

Transform MoreMountains.CorgiEngine.CharacterHandleWeapon._rightHandTarget = null
protected

◆ _secondaryHorizontalMovement

float MoreMountains.CorgiEngine.CharacterHandleWeapon._secondaryHorizontalMovement
protected

◆ _secondaryVerticalMovement

float MoreMountains.CorgiEngine.CharacterHandleWeapon._secondaryVerticalMovement
protected

◆ _weaponIK

WeaponIK MoreMountains.CorgiEngine.CharacterHandleWeapon._weaponIK
protected

◆ AmmoDisplayID

int MoreMountains.CorgiEngine.CharacterHandleWeapon.AmmoDisplayID = 0

the ID of the AmmoDisplay this ability should update

◆ AutomaticallyBindAnimator

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.AutomaticallyBindAnimator = true

if this is true this animator will be automatically bound to the weapon

◆ BufferInput

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.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

◆ CanPickupWeapons

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.CanPickupWeapons = true

if this is set to true, the character can pick up PickableWeapons

◆ CanShootFromLadders

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.CanShootFromLadders = false

whether or not this character is allowed to shoot while on a ladder)

◆ ContinuousPress

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.ContinuousPress = false

if this is true you won't have to release your fire button to auto reload

◆ CurrentWeapon

Weapon MoreMountains.CorgiEngine.CharacterHandleWeapon.CurrentWeapon

returns the current equipped weapon

◆ FaceWeaponDirection

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.FaceWeaponDirection = false

if this is set to true, the character will be forced to face the current weapon direction

◆ ForceAlwaysShoot

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.ForceAlwaysShoot = false

if this is true, the character will continuously fire its weapon

◆ ForceWeaponRotationResetOnEquip

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.ForceWeaponRotationResetOnEquip = false

if this is true, the weapon's rotation will be forced to Identity when equipped

◆ ForceWeaponScaleResetOnEquip

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.ForceWeaponScaleResetOnEquip = false

if this is true, the weapon's scale will be forced to 1,1,1 when equipped

◆ GettingHitInterruptsAttack

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.GettingHitInterruptsAttack = false

whether or not this character getting hit should interrupt its attack (will only work if the weapon is marked as interruptable)

◆ InitialWeapon

Weapon MoreMountains.CorgiEngine.CharacterHandleWeapon.InitialWeapon

the initial weapon owned by the character

◆ InvertHorizontalAimWhenWallclinging

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.InvertHorizontalAimWhenWallclinging = false

if this is true, horizontal aim will be inverted when shooting while wallclinging, to shoot away from the wall

◆ MaximumBufferDuration

float MoreMountains.CorgiEngine.CharacterHandleWeapon.MaximumBufferDuration = 0.25f

the maximum duration for the buffer, in seconds

◆ NewInputExtendsBuffer

bool MoreMountains.CorgiEngine.CharacterHandleWeapon.NewInputExtendsBuffer

if this is true, every new input will prolong the buffer

◆ WeaponAttachment

Transform MoreMountains.CorgiEngine.CharacterHandleWeapon.WeaponAttachment

the position the weapon will be attached to. If left blank, will be this.transform.

Property Documentation

◆ CharacterAnimator

Animator MoreMountains.CorgiEngine.CharacterHandleWeapon.CharacterAnimator
getset

◆ HandleWeaponID

virtual int MoreMountains.CorgiEngine.CharacterHandleWeapon.HandleWeaponID
get

the ID / index of this CharacterHandleWeapon. This will be used to determine what handle weapon ability should equip a weapon. If you create more Handle Weapon abilities, make sure to override and increment this


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