Add this component to a character and it'll be able to control an inventory Animator parameters : none Note that its start feedback will play on weapon change
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override void | ProcessAbility () |
| On process ability, we equip our next weapon if needed More...
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virtual void | OnMMEvent (MMInventoryEvent inventoryEvent) |
| Watches for InventoryLoaded events When an inventory gets loaded, if it's our WeaponInventory, we check if there's already a weapon equipped, and if yes, we equip it More...
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virtual void | OnMMEvent (CorgiEngineEvent corgiEngineEvent) |
| When we detect a character switch, we equip the current weapon if AutoEquipWeaponOnCharacterSwitch is true More...
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virtual 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 | 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 | Flip () |
| Override this to specify what should happen in this ability when the character flips More...
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virtual void | ResetAbility () |
| Override this to reset this ability's parameters. It'll be automatically called when the character gets killed, in anticipation for its respawn. 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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void | OnMMEvent (T eventType) |
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void | OnMMEvent (T eventType) |
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string | PlayerID = "Player1" |
| the unique ID of this player as far as the InventoryEngine is concerned. This has to match all its Inventory and InventoryEngine UI components' PlayerID for that player. If you're not going for multiplayer here, just leave Player1. More...
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string | MainInventoryName |
| the name of the main inventory More...
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string | WeaponInventoryName |
| the name of the weapon inventory More...
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string | HotbarInventoryName |
| the name of the hotbar inventory More...
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bool | AutoEquipWeaponOnCharacterSwitch |
| if this is true, when switching to this character, if there's a main weapon equipped, it'll be equipped More...
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WeaponRotationModes | WeaponRotationMode = WeaponRotationModes.Normal |
| the rotation mode for weapons : Normal will cycle through all weapons, AddEmptySlot will return to empty hands, AddOriginalWeapon will cycle back to the original weapon More...
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CharacterHandleWeapon | CharacterHandleWeapon |
| the target handle weapon ability - if left empty, will pick the first one it finds More...
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Transform | InventoryTransform |
| a transform to pass to the inventories, will be passed to the inventories and used as reference for drops. If left empty, this.transform will be used. More...
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List< InventoryItemsToAdd > | AutoAddItemsMainInventory |
| a list of items and associated quantities to add to the main inventory More...
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List< InventoryItemsToAdd > | AutoAddItemsHotbar |
| a list of items to add to the hotbar More...
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InventoryEngineWeapon | AutoEquipWeapon |
| a weapon to automatically add to the inventory and equip on init More...
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List< string > | AvailableWeaponsIDs => _availableWeaponsIDs |
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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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override void | Initialization () |
| On init, we trigger our setup More...
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virtual void | Setup () |
| Setup grabs inventories, component, and fills the weapon lists More...
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virtual IEnumerator | AutoAddAndEquip () |
| Automatically adds items and equips a weapon if needed More...
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virtual void | GrabInventories () |
| Grabs references to all inventories More...
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override void | HandleInput () |
| We watch for a switch weapon input More...
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virtual void | FillAvailableWeaponsLists () |
| Fills a list with all available weapons in the inventories More...
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virtual void | DetermineNextWeaponName () |
| Determines the name of the next weapon More...
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virtual void | EquipWeapon (string weaponID) |
| Equips a weapon specified in parameters More...
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virtual void | SwitchWeapon () |
| Switches to the next weapon in line More...
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override void | OnEnable () |
| On enable, we start listening for MMGameEvents. You may want to extend that to listen to other types of events. More...
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override void | OnDisable () |
| On disable, we stop listening for MMGameEvents. You may want to extend that to stop listening to other types of events. More...
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virtual void | Start () |
| On Start(), we call the ability's intialization More...
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virtual void | InitializeAnimatorParameters () |
| Adds required animator parameters to the animator parameters list if they exist More...
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virtual void | InternalHandleInput () |
| Internal method to check if an input manager is present or not More...
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virtual void | OnRespawn () |
| Override this to describe what should happen to this ability when the character respawns More...
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virtual void | OnDeath () |
| Override this to describe what should happen to this ability when the character respawns More...
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virtual void | OnHit () |
| Override this to describe what should happen to this ability when the character takes a hit More...
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Add this component to a character and it'll be able to control an inventory Animator parameters : none Note that its start feedback will play on weapon change