Corgi Engine
v9.0
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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 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... | |
virtual void | Setup () |
Grabs various components and inits stuff More... | |
override void | ProcessAbility () |
Every frame we check if it's needed to update the ammo display More... | |
virtual void | ShootStart () |
Causes the character to start shooting More... | |
virtual void | ShootStop () |
Causes the character to stop shooting More... | |
virtual void | ForceStop () |
A method used (usually by AIs) to force the weapon to stop More... | |
virtual void | Reload () |
Reloads the weapon More... | |
virtual void | ChangeWeapon (Weapon newWeapon, string weaponID, bool combo=false) |
Changes the character's current weapon to the one passed as a parameter More... | |
override void | Flip () |
Flips the current weapon if needed More... | |
virtual void | UpdateAmmoDisplay () |
Updates the ammo display bar and text. 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 | 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... | |
virtual void | PermitAbility (bool abilityPermitted) |
Changes the status of the ability's permission 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 | |
Weapon | InitialWeapon |
the initial weapon owned by the character More... | |
bool | CanPickupWeapons = true |
if this is set to true, the character can pick up PickableWeapons More... | |
Transform | WeaponAttachment |
the position the weapon will be attached to. If left blank, will be this.transform. More... | |
bool | ForceWeaponScaleResetOnEquip = false |
if this is true, the weapon's scale will be forced to 1,1,1 when equipped More... | |
bool | ForceWeaponRotationResetOnEquip = false |
if this is true, the weapon's rotation will be forced to Identity when equipped More... | |
bool | AutomaticallyBindAnimator = true |
if this is true this animator will be automatically bound to the weapon More... | |
int | AmmoDisplayID = 0 |
the ID of the AmmoDisplay this ability should update More... | |
bool | ContinuousPress = false |
if this is true you won't have to release your fire button to auto reload More... | |
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... | |
bool | CanShootFromLadders = false |
whether or not this character is allowed to shoot while on a ladder) More... | |
bool | FaceWeaponDirection = false |
if this is set to true, the character will be forced to face the current weapon direction More... | |
bool | InvertHorizontalAimWhenWallclinging = false |
if this is true, horizontal aim will be inverted when shooting while wallclinging, to shoot away from the wall More... | |
bool | ForceAlwaysShoot = false |
if this is true, the character will continuously fire its weapon More... | |
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... | |
bool | NewInputExtendsBuffer |
if this is true, every new input will prolong the buffer More... | |
float | MaximumBufferDuration = 0.25f |
the maximum duration for the buffer, in seconds More... | |
Weapon | CurrentWeapon |
returns the current equipped weapon 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 () |
Gets and stores components for further use More... | |
virtual void | HandleWeaponStop () |
Checks for state changes to trigger stop feedbacks More... | |
virtual void | HandleFacingDirection () |
If FaceWeaponDirection is true, will force the character to face the weapon direction More... | |
override void | HandleInput () |
Gets input and triggers methods based on what's been pressed More... | |
virtual void | HandleBuffer () |
Triggers an attack if the weapon is idle and an input has been buffered More... | |
override void | OnRespawn () |
On respawn we setup our weapon again More... | |
override void | OnHit () |
On hit we interrupt our weapon if needed More... | |
override void | OnDeath () |
On death we stop shooting if needed More... | |
Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility | |
virtual void | Start () |
On Start(), we call the ability's intialization More... | |
virtual void | InitializeAnimatorParameters () |
Adds required animator parameters to the animator parameters list if they exist More... | |
virtual void | InternalHandleInput () |
Internal method to check if an input manager is present or not More... | |
virtual void | OnEnable () |
On enable, we bind our respawn delegate More... | |
virtual void | OnDisable () |
On disable, we unbind our respawn delegate More... | |
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 More... | |
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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Changes the character's current weapon to the one passed as a parameter
newWeapon | The new weapon. |
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Flips the current weapon if needed
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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A method used (usually by AIs) to force the weapon to stop
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Triggers an attack if the weapon is idle and an input has been buffered
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If FaceWeaponDirection is true, will force the character to face the weapon direction
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Gets input and triggers methods based on what's been pressed
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Checks for state changes to trigger stop feedbacks
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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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Gets and stores components for further use
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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On death we stop shooting if needed
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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On hit we interrupt our weapon if needed
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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On respawn we setup our weapon again
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Every frame we check if it's needed to update the ammo display
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Reloads the weapon
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On reset ability, we cancel all the changes made
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Grabs various components and inits stuff
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Causes the character to start shooting
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Causes the character to stop shooting
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Updates the ammo display bar and text.
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int MoreMountains.CorgiEngine.CharacterHandleWeapon.AmmoDisplayID = 0 |
the ID of the AmmoDisplay this ability should update
bool MoreMountains.CorgiEngine.CharacterHandleWeapon.AutomaticallyBindAnimator = true |
if this is true this animator will be automatically bound to the weapon
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
bool MoreMountains.CorgiEngine.CharacterHandleWeapon.CanPickupWeapons = true |
if this is set to true, the character can pick up PickableWeapons
bool MoreMountains.CorgiEngine.CharacterHandleWeapon.CanShootFromLadders = false |
whether or not this character is allowed to shoot while on a ladder)
bool MoreMountains.CorgiEngine.CharacterHandleWeapon.ContinuousPress = false |
if this is true you won't have to release your fire button to auto reload
Weapon MoreMountains.CorgiEngine.CharacterHandleWeapon.CurrentWeapon |
returns the current equipped weapon
bool MoreMountains.CorgiEngine.CharacterHandleWeapon.FaceWeaponDirection = false |
if this is set to true, the character will be forced to face the current weapon direction
bool MoreMountains.CorgiEngine.CharacterHandleWeapon.ForceAlwaysShoot = false |
if this is true, the character will continuously fire its weapon
bool MoreMountains.CorgiEngine.CharacterHandleWeapon.ForceWeaponRotationResetOnEquip = false |
if this is true, the weapon's rotation will be forced to Identity when equipped
bool MoreMountains.CorgiEngine.CharacterHandleWeapon.ForceWeaponScaleResetOnEquip = false |
if this is true, the weapon's scale will be forced to 1,1,1 when equipped
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)
Weapon MoreMountains.CorgiEngine.CharacterHandleWeapon.InitialWeapon |
the initial weapon owned by the character
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
float MoreMountains.CorgiEngine.CharacterHandleWeapon.MaximumBufferDuration = 0.25f |
the maximum duration for the buffer, in seconds
bool MoreMountains.CorgiEngine.CharacterHandleWeapon.NewInputExtendsBuffer |
if this is true, every new input will prolong the buffer
Transform MoreMountains.CorgiEngine.CharacterHandleWeapon.WeaponAttachment |
the position the weapon will be attached to. If left blank, will be this.transform.
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getset |
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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