Corgi Engine
v9.1
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Add this component to a Character and bind ParticleSystems to it to have it emit particles when certain states are active. You can have a look at the RetroCorgi demo character for examples of how to use it. More...
Public Member Functions | |
override void | ProcessAbility () |
On update we go through all our particle systems and activate them if needed More... | |
Public Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility | |
virtual string | HelpBoxText () |
This method is only used to display a helpbox text at the beginning of the ability's inspector. More... | |
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 | 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... | |
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 | 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... | |
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 Attributes | |
ParticleSystem | IdleParticles |
the particle system to use when the character is idle More... | |
ParticleSystem | WalkingParticles |
the particle system to use when the character is walking More... | |
ParticleSystem | CrouchingParticles |
the particle system to use when the character is crouching More... | |
ParticleSystem | CrawlingParticles |
the particle system to use when the character is crawling More... | |
ParticleSystem | DanglingParticles |
the particle system to use when the character is dangling More... | |
ParticleSystem | DashingParticles |
the particle system to use when the character is dashing More... | |
ParticleSystem | DivingParticles |
the particle system to use when the character is diving More... | |
ParticleSystem | GrippingParticles |
the particle system to use when the character is gripping More... | |
ParticleSystem | JetpackingParticles |
the particle system to use when the character is jetpacking More... | |
ParticleSystem | JumpingParticles |
the particle system to use when the character is jumping More... | |
ParticleSystem | LadderParticles |
the particle system to use when the character is on a ladder More... | |
ParticleSystem | LookupParticles |
the particle system to use when the character is looking up More... | |
ParticleSystem | PushParticles |
the particle system to use when the character is pushing More... | |
ParticleSystem | RunParticles |
the particle system to use when the character is running More... | |
ParticleSystem | WallclingingParticles |
the particle system to use when the character is wallclinging More... | |
ParticleSystem | WalljumpParticles |
the particle system to use when the character is walljumping 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 | |
virtual void | HandleParticleSystem (ParticleSystem system, CharacterStates.MovementStates state) |
Checks if the specified state is active, and if yes, triggers the particle system's emission More... | |
Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility | |
virtual void | Start () |
On Start(), we call the ability's intialization More... | |
virtual void | Initialization () |
Gets and stores components for further use More... | |
virtual void | InitializeAnimatorParameters () |
Adds required animator parameters to the animator parameters list if they exist More... | |
virtual void | InternalHandleInput () |
Internal method to check if an input manager is present or not More... | |
virtual void | HandleInput () |
Called at the very start of the ability's cycle, and intended to be overridden, looks for input and calls methods if conditions are met 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... | |
virtual void | OnEnable () |
On enable, we bind our respawn delegate More... | |
virtual void | OnDisable () |
On disable, we unbind our respawn delegate More... | |
Protected Attributes | |
ParticleSystem.EmissionModule | _emissionModule |
CharacterStates.MovementStates | _stateLastFrame |
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 |
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... | |
Add this component to a Character and bind ParticleSystems to it to have it emit particles when certain states are active. You can have a look at the RetroCorgi demo character for examples of how to use it.
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protectedvirtual |
Checks if the specified state is active, and if yes, triggers the particle system's emission
system | System. |
state | State. |
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virtual |
On update we go through all our particle systems and activate them if needed
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protected |
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protected |
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.CrawlingParticles |
the particle system to use when the character is crawling
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.CrouchingParticles |
the particle system to use when the character is crouching
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.DanglingParticles |
the particle system to use when the character is dangling
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.DashingParticles |
the particle system to use when the character is dashing
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.DivingParticles |
the particle system to use when the character is diving
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.GrippingParticles |
the particle system to use when the character is gripping
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.IdleParticles |
the particle system to use when the character is idle
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.JetpackingParticles |
the particle system to use when the character is jetpacking
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.JumpingParticles |
the particle system to use when the character is jumping
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.LadderParticles |
the particle system to use when the character is on a ladder
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.LookupParticles |
the particle system to use when the character is looking up
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.PushParticles |
the particle system to use when the character is pushing
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.RunParticles |
the particle system to use when the character is running
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.WalkingParticles |
the particle system to use when the character is walking
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.WallclingingParticles |
the particle system to use when the character is wallclinging
ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.WalljumpParticles |
the particle system to use when the character is walljumping