Corgi Engine v9.4
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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< T > MoreMountains.CorgiEngine.CorgiMonoBehaviour MoreMountains.Tools.MMEventListenerBase

Public Member Functions

override string HelpBoxText ()
 This method is only used to display a helpbox text at the beginning of the ability's inspector.
override void ProcessAbility ()
 Every frame we make sure we don't have to detach from the ledge.
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.
virtual void StartGrabbingLedge (Ledge ledge)
 Grabs the ledge if possible.
virtual void DetachFromLedge ()
 Detaches the Character from the ledge, losing any reference to it, and restoring permissions.
override void UpdateAnimator ()
 At the end of each cycle, we send our current LookingUp status to the animator.
override void ResetAbility ()
 On reset ability, we cancel all the changes made.
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.
virtual void BindAnimator ()
 Binds the animator from the character and initializes the animator parameters.
virtual void ResetInput ()
 Resets all input for this ability. Can be overridden for ability specific directives.
virtual void EarlyProcessAbility ()
 The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed.
virtual void LateProcessAbility ()
 The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
virtual void PermitAbility (bool abilityPermitted)
 Changes the status of the ability's permission.
virtual void Flip ()
 Override this to specify what should happen in this ability when the character flips.
virtual void PlayAbilityStartFeedbacks ()
 Plays the ability start feedback.
virtual void StopStartFeedbacks ()
 Stops the ability used feedback.
virtual void PlayAbilityStopFeedbacks ()
 Plays the ability stop feedback.
virtual void RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter)
 Registers a new animator parameter to the list.
Public Member Functions inherited from MoreMountains.Tools.MMEventListener< T >
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)
float ClimbingAnimationDuration = 0.5f
 the duration of your climbing animation, after this it'll transition to IdleAnimationName automatically
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
Public Attributes inherited from MoreMountains.CorgiEngine.CharacterAbility
MMFeedbacks AbilityStartFeedbacks
 the feedbacks to play when the ability starts
MMFeedbacks AbilityStopFeedbacks
 the feedbacks to play when the ability stops
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
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.
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.
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.

Protected Member Functions

override void Initialization ()
 On Start() we grab a few components for storage.
override void HandleInput ()
 Every frame, we check the input for a up input, in case we're hanging.
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.
virtual IEnumerator Climb ()
 This coroutine handles the climb sequence.
override void InitializeAnimatorParameters ()
 Initializes the LedgeHanging and LedgeClimbing animator parameters.
override void OnEnable ()
 On enable, we start listening for LedgeEvents.
override void OnDisable ()
 On disable, we stop listening for ledge events.
Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual void Start ()
 On Start(), we call the ability's intialization.
virtual void InternalHandleInput ()
 Internal method to check if an input manager is present or not.
virtual void OnRespawn ()
 Override this to describe what should happen to this ability when the character respawns.
virtual void OnDeath ()
 Override this to describe what should happen to this ability when the character respawns.
virtual void OnHit ()
 Override this to describe what should happen to this ability when the character takes a hit.

Protected Attributes

bool _hanging = false
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
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"

Properties

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

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 ( )
virtual

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

◆ _hanging

bool MoreMountains.CorgiEngine.CharacterLedgeHang._hanging = false
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

Property Documentation

◆ Hanging

bool MoreMountains.CorgiEngine.CharacterLedgeHang.Hanging
get

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