Add this component to a character and it'll be able to hang from ledges and climb up Animator parameters : LedgeHanging, LedgeClimbing.
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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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| override void | ProcessAbility () |
| | Every frame we make sure we don't have to detach from the ledge.
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| 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.
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| virtual void | StartGrabbingLedge (Ledge ledge) |
| | Grabs the ledge if possible.
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| virtual void | DetachFromLedge () |
| | Detaches the Character from the ledge, losing any reference to it, and restoring permissions.
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| override void | UpdateAnimator () |
| | At the end of each cycle, we send our current LookingUp status to the animator.
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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 | PermitAbility (bool abilityPermitted) |
| | Changes the status of the ability's permission.
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| virtual void | Flip () |
| | Override this to specify what should happen in this ability when the character flips.
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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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| void | OnMMEvent (T eventType) |
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| string | IdleAnimationName = "Idle" |
| | the name of the animation to play after the climb animation is complete (usually your Idle animation)
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| float | ClimbingAnimationDuration = 0.5f |
| | the duration of your climbing animation, after this it'll transition to IdleAnimationName automatically
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| 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
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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 () |
| | On Start() we grab a few components for storage.
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| override void | HandleInput () |
| | Every frame, we check the input for a up input, in case we're hanging.
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| 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.
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| virtual IEnumerator | Climb () |
| | This coroutine handles the climb sequence.
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| override void | InitializeAnimatorParameters () |
| | Initializes the LedgeHanging and LedgeClimbing animator parameters.
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| override void | OnEnable () |
| | On enable, we start listening for LedgeEvents.
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| override void | OnDisable () |
| | On disable, we stop listening for ledge events.
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| virtual void | Start () |
| | On Start(), we call the ability's intialization.
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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 | OnRespawn () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnHit () |
| | Override this to describe what should happen to this ability when the character takes a hit.
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Add this component to a character and it'll be able to hang from ledges and climb up Animator parameters : LedgeHanging, LedgeClimbing.