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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| override string | HelpBoxText () |
| | This method is only used to display a helpbox text at the beginning of the ability's inspector.
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| virtual void | Setup () |
| | Grabs various components and inits stuff.
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| override void | ProcessAbility () |
| | Every frame we check if it's needed to update the ammo display.
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| virtual void | ShootStart () |
| | Causes the character to start shooting.
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| virtual void | ShootStop () |
| | Causes the character to stop shooting.
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| virtual void | ForceStop () |
| | A method used (usually by AIs) to force the weapon to stop.
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| virtual void | Reload () |
| | Reloads the weapon.
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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.
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| override void | Flip () |
| | Flips the current weapon if needed.
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| virtual void | UpdateAmmoDisplay () |
| | Updates the ammo display bar and text.
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| override void | ResetAbility () |
| | On reset ability, we cancel all the changes made.
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| virtual void | SetInputManager (InputManager inputManager) |
| | Sets a new input manager for this ability to get input from.
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| virtual void | BindAnimator () |
| | Binds the animator from the character and initializes the animator parameters.
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| virtual void | ResetInput () |
| | Resets all input for this ability. Can be overridden for ability specific directives.
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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.
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| virtual void | LateProcessAbility () |
| | The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
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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().
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| virtual void | PermitAbility (bool abilityPermitted) |
| | Changes the status of the ability's permission.
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| virtual void | PlayAbilityStartFeedbacks () |
| | Plays the ability start feedback.
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| virtual void | StopStartFeedbacks () |
| | Stops the ability used feedback.
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| virtual void | PlayAbilityStopFeedbacks () |
| | Plays the ability stop feedback.
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| virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
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| Weapon | InitialWeapon |
| | the initial weapon owned by the character
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| bool | CanPickupWeapons = true |
| | if this is set to true, the character can pick up PickableWeapons
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| Transform | WeaponAttachment |
| | the position the weapon will be attached to. If left blank, will be this.transform.
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| bool | ForceWeaponScaleResetOnEquip = false |
| | if this is true, the weapon's scale will be forced to 1,1,1 when equipped
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| bool | ForceWeaponRotationResetOnEquip = false |
| | if this is true, the weapon's rotation will be forced to Identity when equipped
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| bool | AutomaticallyBindAnimator = true |
| | if this is true this animator will be automatically bound to the weapon
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| int | AmmoDisplayID = 0 |
| | the ID of the AmmoDisplay this ability should update
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| bool | ContinuousPress = false |
| | if this is true you won't have to release your fire button to auto reload
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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)
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| bool | CanShootFromLadders = false |
| | whether or not this character is allowed to shoot while on a ladder)
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| bool | FaceWeaponDirection = false |
| | if this is set to true, the character will be forced to face the current weapon direction
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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
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| bool | ForceAlwaysShoot = false |
| | if this is true, the character will continuously fire its weapon
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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
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| bool | NewInputExtendsBuffer |
| | if this is true, every new input will prolong the buffer
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| float | MaximumBufferDuration = 0.25f |
| | the maximum duration for the buffer, in seconds
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| Weapon | CurrentWeapon |
| | returns the current equipped weapon
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| MMFeedbacks | AbilityStartFeedbacks |
| | the feedbacks to play when the ability starts
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| MMFeedbacks | AbilityStopFeedbacks |
| | the feedbacks to play when the ability stops
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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
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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.
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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.
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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.
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| override void | Initialization () |
| | Gets and stores components for further use.
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| virtual void | HandleWeaponStop () |
| | Checks for state changes to trigger stop feedbacks.
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| virtual void | HandleFacingDirection () |
| | If FaceWeaponDirection is true, will force the character to face the weapon direction.
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| override void | HandleInput () |
| | Gets input and triggers methods based on what's been pressed.
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| virtual void | HandleBuffer () |
| | Triggers an attack if the weapon is idle and an input has been buffered.
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| override void | OnRespawn () |
| | On respawn we setup our weapon again.
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| override void | OnHit () |
| | On hit we interrupt our weapon if needed.
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| override void | OnDeath () |
| | On death we stop shooting if needed.
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| virtual void | Start () |
| | On Start(), we call the ability's intialization.
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| virtual void | InitializeAnimatorParameters () |
| | Adds required animator parameters to the animator parameters list if they exist.
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| virtual void | InternalHandleInput () |
| | Internal method to check if an input manager is present or not.
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| virtual void | OnEnable () |
| | On enable, we bind our respawn delegate.
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| virtual void | OnDisable () |
| | On disable, we unbind our respawn delegate.
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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.