Corgi Engine  v8.8
MoreMountains.CorgiEngine.CharacterPushCorgiController Class Reference
Inheritance diagram for MoreMountains.CorgiEngine.CharacterPushCorgiController:
MoreMountains.CorgiEngine.CharacterAbility MoreMountains.CorgiEngine.CorgiMonoBehaviour

Public Member Functions

override string HelpBoxText ()
 This method is only used to display a helpbox text at the beginning of the ability's inspector. More...
 
override void ProcessAbility ()
 Every frame we override parameters if needed and cast a ray to see if we're actually pushing anything More...
 
override void UpdateAnimator ()
 Sends the current state of the push and pull states to the character's animator More...
 
override void ResetAbility ()
 On reset ability, we cancel all the changes made More...
 
- 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 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 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 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

bool ButtonBased = false
 if this is true, the user will have to press the Push button to push or pull, otherwise it's automatic on contact More...
 
bool CanPush = true
 If this is set to true, the Character will be able to push blocks. More...
 
bool CanPull = true
 If this is set to true, the Character will be able to pull blocks. Note that this requires ButtonBased to be true. More...
 
bool PushWhenGroundedOnly = true
 if this is true, the Character will only be able to push objects while grounded More...
 
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...
 
float MinimumPushSpeed = 0.05f
 the minimum horizontal speed below which we don't consider the character pushing anymore 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

override void Initialization ()
 On Start(), we initialize our various flags More...
 
virtual void CheckForPushEnd ()
 Checks whether we should stop pushing and change state More...
 
virtual void StopPushing ()
 Stops the character from pushing or pulling More...
 
override void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist More...
 
- Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual void Start ()
 On Start(), we call the ability's intialization 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

bool _collidingWithPushable = false
 
Vector3 _raycastDirection
 
Vector3 _raycastOrigin
 
Pushable _pushedObject
 
float _movementMultiplierStorage
 
bool _pulling = false
 
CharacterRun _characterRun
 
int _pushingAnimationParameter
 
int _pullingAnimationParameter
 
- 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
 

Static Protected Attributes

const string _pushingAnimationParameterName = "Pushing"
 
const string _pullingAnimationParameterName = "Pulling"
 

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 class to a Character and it'll be able to push and/or pull CorgiController equipped objects around. Animator parameters : Pushing (bool), Pulling (bool)

Member Function Documentation

◆ CheckForPushEnd()

virtual void MoreMountains.CorgiEngine.CharacterPushCorgiController.CheckForPushEnd ( )
protectedvirtual

Checks whether we should stop pushing and change state

◆ HelpBoxText()

override string MoreMountains.CorgiEngine.CharacterPushCorgiController.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.CharacterPushCorgiController.Initialization ( )
protectedvirtual

On Start(), we initialize our various flags

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

override void MoreMountains.CorgiEngine.CharacterPushCorgiController.InitializeAnimatorParameters ( )
protectedvirtual

Adds required animator parameters to the animator parameters list if they exist

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ProcessAbility()

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

Every frame we override parameters if needed and cast a ray to see if we're actually pushing anything

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ResetAbility()

override void MoreMountains.CorgiEngine.CharacterPushCorgiController.ResetAbility ( )
virtual

On reset ability, we cancel all the changes made

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ StopPushing()

virtual void MoreMountains.CorgiEngine.CharacterPushCorgiController.StopPushing ( )
protectedvirtual

Stops the character from pushing or pulling

◆ UpdateAnimator()

override void MoreMountains.CorgiEngine.CharacterPushCorgiController.UpdateAnimator ( )
virtual

Sends the current state of the push and pull states to the character's animator

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

Member Data Documentation

◆ _characterRun

CharacterRun MoreMountains.CorgiEngine.CharacterPushCorgiController._characterRun
protected

◆ _collidingWithPushable

bool MoreMountains.CorgiEngine.CharacterPushCorgiController._collidingWithPushable = false
protected

◆ _movementMultiplierStorage

float MoreMountains.CorgiEngine.CharacterPushCorgiController._movementMultiplierStorage
protected

◆ _pulling

bool MoreMountains.CorgiEngine.CharacterPushCorgiController._pulling = false
protected

◆ _pullingAnimationParameter

int MoreMountains.CorgiEngine.CharacterPushCorgiController._pullingAnimationParameter
protected

◆ _pullingAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterPushCorgiController._pullingAnimationParameterName = "Pulling"
staticprotected

◆ _pushedObject

Pushable MoreMountains.CorgiEngine.CharacterPushCorgiController._pushedObject
protected

◆ _pushingAnimationParameter

int MoreMountains.CorgiEngine.CharacterPushCorgiController._pushingAnimationParameter
protected

◆ _pushingAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterPushCorgiController._pushingAnimationParameterName = "Pushing"
staticprotected

◆ _raycastDirection

Vector3 MoreMountains.CorgiEngine.CharacterPushCorgiController._raycastDirection
protected

◆ _raycastOrigin

Vector3 MoreMountains.CorgiEngine.CharacterPushCorgiController._raycastOrigin
protected

◆ ButtonBased

bool MoreMountains.CorgiEngine.CharacterPushCorgiController.ButtonBased = false

if this is true, the user will have to press the Push button to push or pull, otherwise it's automatic on contact

◆ CanPull

bool MoreMountains.CorgiEngine.CharacterPushCorgiController.CanPull = true

If this is set to true, the Character will be able to pull blocks. Note that this requires ButtonBased to be true.

◆ CanPush

bool MoreMountains.CorgiEngine.CharacterPushCorgiController.CanPush = true

If this is set to true, the Character will be able to push blocks.

◆ DetectionRaycastLength

float MoreMountains.CorgiEngine.CharacterPushCorgiController.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.

◆ MinimumPushSpeed

float MoreMountains.CorgiEngine.CharacterPushCorgiController.MinimumPushSpeed = 0.05f

the minimum horizontal speed below which we don't consider the character pushing anymore

◆ PushWhenGroundedOnly

bool MoreMountains.CorgiEngine.CharacterPushCorgiController.PushWhenGroundedOnly = true

if this is true, the Character will only be able to push objects while grounded


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