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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. More...
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override void | ProcessAbility () |
| Every frame we override parameters if needed and cast a ray to see if we're actually pushing anything More...
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override void | UpdateAnimator () |
| Sends the current state of the Diving state to the character's animator More...
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override void | ResetAbility () |
| On reset ability, we cancel all the changes made More...
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virtual void | SetInputManager (InputManager inputManager) |
| Sets a new input manager for this ability to get input from More...
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virtual void | BindAnimator () |
| Binds the animator from the character and initializes the animator parameters More...
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virtual void | ResetInput () |
| Resets all input for this ability. Can be overridden for ability specific directives More...
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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 More...
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virtual void | LateProcessAbility () |
| The last of the 3 passes you can have in your ability. Think of it as LateUpdate() More...
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virtual void | PermitAbility (bool abilityPermitted) |
| Changes the status of the ability's permission More...
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virtual void | Flip () |
| Override this to specify what should happen in this ability when the character flips More...
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virtual void | PlayAbilityStartFeedbacks () |
| Plays the ability start sound effect More...
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virtual void | StopStartFeedbacks () |
| Stops the ability used sound effect More...
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virtual void | PlayAbilityStopFeedbacks () |
| Plays the ability stop sound effect More...
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virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| Registers a new animator parameter to the list More...
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bool | CanPush = true |
| If this is set to true, the Character will be able to push blocks. More...
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float | PushForce = 2f |
| the (x) force applied to the pushed object More...
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bool | PushWhenGroundedOnly = true |
| if this is true, the Character will only be able to push objects while grounded More...
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float | DetectionRaycastLength = 0.2f |
| the length of the raycast used to detect if we're colliding with a pushable object. Increase this if your animation is flickering. More...
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float | MinimumPushSpeed = 0.05f |
| the minimum horizontal speed below which we don't consider the character pushing anymore More...
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MMFeedbacks | AbilityStartFeedbacks |
| the feedbacks to play when the ability starts More...
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MMFeedbacks | AbilityStopFeedbacks |
| the feedbacks to play when the ability stops More...
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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 More...
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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. More...
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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. More...
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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. More...
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override void | Initialization () |
| On Start(), we initialize our various flags More...
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override void | InitializeAnimatorParameters () |
| Adds required animator parameters to the animator parameters list if they exist More...
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virtual void | Start () |
| On Start(), we call the ability's intialization More...
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virtual void | InternalHandleInput () |
| Internal method to check if an input manager is present or not More...
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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...
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virtual void | OnRespawn () |
| Override this to describe what should happen to this ability when the character respawns More...
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virtual void | OnDeath () |
| Override this to describe what should happen to this ability when the character respawns More...
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virtual void | OnHit () |
| Override this to describe what should happen to this ability when the character takes a hit More...
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virtual void | OnEnable () |
| On enable, we bind our respawn delegate More...
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virtual void | OnDisable () |
| On disable, we unbind our respawn delegate More...
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Add this class to a Character and it'll be able to push objects around. It's an optional class as you can push objects without it, but it'll allow you to have a "pushing" animation. For the animation to work, your pushable objects will need to have a Pushable component. Animator parameters : Pushing (bool)