Corgi Engine  v8.8
MoreMountains.CorgiEngine.CharacterLedgeHang Class Reference

Add this component to a character and it'll be able to hang from ledges and climb up Animator parameters : LedgeHanging, LedgeClimbing More...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterLedgeHang:
MoreMountains.CorgiEngine.CharacterAbility MoreMountains.Tools.MMEventListener< LedgeEvent > MoreMountains.CorgiEngine.CorgiMonoBehaviour

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...
 
override void ProcessAbility ()
 Every frame we make sure we don't have to detach from the ledge More...
 
virtual void OnMMEvent (LedgeEvent ledgeEvent)
 When getting a ledge event, we make sure it's this Character, and if it is, we grab the ledge More...
 
virtual void StartGrabbingLedge (Ledge ledge)
 Grabs the ledge if possible More...
 
override void UpdateAnimator ()
 At the end of each cycle, we send our current LookingUp status to the animator 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 PermitAbility (bool abilityPermitted)
 Changes the status of the ability's permission More...
 
virtual void Flip ()
 Override this to specify what should happen in this ability when the character flips 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 Member Functions inherited from MoreMountains.Tools.MMEventListener< LedgeEvent >
void OnMMEvent (T eventType)
 

Public Attributes

string IdleAnimationName = "Idle"
 the name of the animation to play after the climb animation is complete (usually your Idle animation) More...
 
float ClimbingAnimationDuration = 0.5f
 the duration of your climbing animation, after this it'll transition to IdleAnimationName automatically More...
 
float MinimumHangingTime = 0.2f
 the minimum time the Character must have been LedgeHanging before it can LedgeClimb. 0.2s (or more) will prevent any glitches and unwanted input conflicts 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 ()
 On Start() we grab a few components for storage More...
 
override void HandleInput ()
 Every frame, we check the input for a up input, in case we're hanging More...
 
virtual void HandleLedge ()
 Every frame, if we're hanging from a ledge, we prevent any force from moving our character, prevent flip and force our position to the ledge's offset More...
 
virtual IEnumerator Climb ()
 This coroutine handles the climb sequence More...
 
virtual void DetachFromLedge ()
 Detaches the Character from the ledge, losing any reference to it, and restoring permissions More...
 
override void InitializeAnimatorParameters ()
 Initializes the LedgeHanging and LedgeClimbing animator parameters More...
 
override void OnEnable ()
 On enable, we start listening for LedgeEvents More...
 
override void OnDisable ()
 On disable, we stop listening for ledge events More...
 
- Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual void Start ()
 On Start(), we call the ability's intialization More...
 
virtual void InternalHandleInput ()
 Internal method to check if an input manager is present or not More...
 
virtual void OnRespawn ()
 Override this to describe what should happen to this ability when the character respawns More...
 
virtual void OnDeath ()
 Override this to describe what should happen to this ability when the character respawns More...
 
virtual void OnHit ()
 Override this to describe what should happen to this ability when the character takes a hit More...
 

Protected Attributes

Ledge _ledge = null
 
CharacterJump _characterJump
 
WaitForSeconds _climbingAnimationDelay
 
float _ledgeHangingStartedTimestamp
 
int _ledgeHangingAnimationParameter
 
int _ledgeClimbingAnimationParameter
 
int _idleAnimationParameter
 
- 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
 
SpriteRenderer _spriteRenderer
 
MMStateMachine< CharacterStates.MovementStates_movement
 
MMStateMachine< CharacterStates.CharacterConditions_condition
 
bool _abilityInitialized = false
 
CharacterGravity _characterGravity
 
float _verticalInput
 
float _horizontalInput
 
bool _startFeedbackIsPlaying = false
 
List< CharacterHandleWeapon_handleWeaponList
 

Static Protected Attributes

const string _ledgeHangingAnimationParameterName = "LedgeHanging"
 
const string _ledgeClimbingAnimationParameterName = "LedgeClimbing"
 

Additional Inherited Members

- Properties inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual bool AbilityAuthorized [get]
 
virtual bool AbilityInitialized [get]
 true if the ability has already been initialized More...
 

Detailed Description

Add this component to a character and it'll be able to hang from ledges and climb up Animator parameters : LedgeHanging, LedgeClimbing

Member Function Documentation

◆ Climb()

virtual IEnumerator MoreMountains.CorgiEngine.CharacterLedgeHang.Climb ( )
protectedvirtual

This coroutine handles the climb sequence

Returns

◆ DetachFromLedge()

virtual void MoreMountains.CorgiEngine.CharacterLedgeHang.DetachFromLedge ( )
protectedvirtual

Detaches the Character from the ledge, losing any reference to it, and restoring permissions

◆ HandleInput()

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

Every frame, we check the input for a up input, in case we're hanging

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ HandleLedge()

virtual void MoreMountains.CorgiEngine.CharacterLedgeHang.HandleLedge ( )
protectedvirtual

Every frame, if we're hanging from a ledge, we prevent any force from moving our character, prevent flip and force our position to the ledge's offset

◆ HelpBoxText()

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

On Start() we grab a few components for storage

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.CorgiEngine.CharacterLedgeHang.InitializeAnimatorParameters ( )
protectedvirtual

Initializes the LedgeHanging and LedgeClimbing animator parameters

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnDisable()

override void MoreMountains.CorgiEngine.CharacterLedgeHang.OnDisable ( )
protectedvirtual

On disable, we stop listening for ledge events

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnEnable()

override void MoreMountains.CorgiEngine.CharacterLedgeHang.OnEnable ( )
protectedvirtual

On enable, we start listening for LedgeEvents

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnMMEvent()

virtual void MoreMountains.CorgiEngine.CharacterLedgeHang.OnMMEvent ( LedgeEvent  ledgeEvent)
virtual

When getting a ledge event, we make sure it's this Character, and if it is, we grab the ledge

Parameters
ledgeEvent

◆ ProcessAbility()

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

Every frame we make sure we don't have to detach from the ledge

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ResetAbility()

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

On reset ability, we cancel all the changes made

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ StartGrabbingLedge()

virtual void MoreMountains.CorgiEngine.CharacterLedgeHang.StartGrabbingLedge ( Ledge  ledge)
virtual

Grabs the ledge if possible

Parameters
ledge

◆ UpdateAnimator()

override void MoreMountains.CorgiEngine.CharacterLedgeHang.UpdateAnimator ( )
virtual

At the end of each cycle, we send our current LookingUp status to the animator

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

Member Data Documentation

◆ _characterJump

CharacterJump MoreMountains.CorgiEngine.CharacterLedgeHang._characterJump
protected

◆ _climbingAnimationDelay

WaitForSeconds MoreMountains.CorgiEngine.CharacterLedgeHang._climbingAnimationDelay
protected

◆ _idleAnimationParameter

int MoreMountains.CorgiEngine.CharacterLedgeHang._idleAnimationParameter
protected

◆ _ledge

Ledge MoreMountains.CorgiEngine.CharacterLedgeHang._ledge = null
protected

◆ _ledgeClimbingAnimationParameter

int MoreMountains.CorgiEngine.CharacterLedgeHang._ledgeClimbingAnimationParameter
protected

◆ _ledgeClimbingAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterLedgeHang._ledgeClimbingAnimationParameterName = "LedgeClimbing"
staticprotected

◆ _ledgeHangingAnimationParameter

int MoreMountains.CorgiEngine.CharacterLedgeHang._ledgeHangingAnimationParameter
protected

◆ _ledgeHangingAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterLedgeHang._ledgeHangingAnimationParameterName = "LedgeHanging"
staticprotected

◆ _ledgeHangingStartedTimestamp

float MoreMountains.CorgiEngine.CharacterLedgeHang._ledgeHangingStartedTimestamp
protected

◆ ClimbingAnimationDuration

float MoreMountains.CorgiEngine.CharacterLedgeHang.ClimbingAnimationDuration = 0.5f

the duration of your climbing animation, after this it'll transition to IdleAnimationName automatically

◆ IdleAnimationName

string MoreMountains.CorgiEngine.CharacterLedgeHang.IdleAnimationName = "Idle"

the name of the animation to play after the climb animation is complete (usually your Idle animation)

◆ MinimumHangingTime

float MoreMountains.CorgiEngine.CharacterLedgeHang.MinimumHangingTime = 0.2f

the minimum time the Character must have been LedgeHanging before it can LedgeClimb. 0.2s (or more) will prevent any glitches and unwanted input conflicts


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