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

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...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterParticles:
MoreMountains.CorgiEngine.CharacterAbility MoreMountains.CorgiEngine.CorgiMonoBehaviour

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...
 

Detailed Description

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.

Member Function Documentation

◆ HandleParticleSystem()

virtual void MoreMountains.CorgiEngine.CharacterParticles.HandleParticleSystem ( ParticleSystem  system,
CharacterStates.MovementStates  state 
)
protectedvirtual

Checks if the specified state is active, and if yes, triggers the particle system's emission

Parameters
systemSystem.
stateState.

◆ ProcessAbility()

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

On update we go through all our particle systems and activate them if needed

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

Member Data Documentation

◆ _emissionModule

ParticleSystem.EmissionModule MoreMountains.CorgiEngine.CharacterParticles._emissionModule
protected

◆ _stateLastFrame

CharacterStates.MovementStates MoreMountains.CorgiEngine.CharacterParticles._stateLastFrame
protected

◆ CrawlingParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.CrawlingParticles

the particle system to use when the character is crawling

◆ CrouchingParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.CrouchingParticles

the particle system to use when the character is crouching

◆ DanglingParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.DanglingParticles

the particle system to use when the character is dangling

◆ DashingParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.DashingParticles

the particle system to use when the character is dashing

◆ DivingParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.DivingParticles

the particle system to use when the character is diving

◆ GrippingParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.GrippingParticles

the particle system to use when the character is gripping

◆ IdleParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.IdleParticles

the particle system to use when the character is idle

◆ JetpackingParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.JetpackingParticles

the particle system to use when the character is jetpacking

◆ JumpingParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.JumpingParticles

the particle system to use when the character is jumping

◆ LadderParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.LadderParticles

the particle system to use when the character is on a ladder

◆ LookupParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.LookupParticles

the particle system to use when the character is looking up

◆ PushParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.PushParticles

the particle system to use when the character is pushing

◆ RunParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.RunParticles

the particle system to use when the character is running

◆ WalkingParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.WalkingParticles

the particle system to use when the character is walking

◆ WallclingingParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.WallclingingParticles

the particle system to use when the character is wallclinging

◆ WalljumpParticles

ParticleSystem MoreMountains.CorgiEngine.CharacterParticles.WalljumpParticles

the particle system to use when the character is walljumping


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