Corgi Engine
v9.0
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Add this component to a character and it'll be able to run Animator parameters : Running More...
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 () |
The second of the 3 passes you can have in your ability. Think of it as Update() More... | |
virtual void | RunStart () |
Causes the character to start running. More... | |
virtual void | RunStop () |
Causes the character to stop running. More... | |
virtual void | ForceRun (bool state) |
Forces run state or not (if we're not in ReadInput mode) More... | |
override void | UpdateAnimator () |
At the end of each cycle, we send our Running status 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 | |
float | RunSpeed = 16f |
the speed of the character when it's running More... | |
bool | StopRunAtLowSpeed = false |
whether or not to stop the character from running when at low speeds More... | |
float | RunLowSpeedThreshold = 1f |
if StopRunAtLowSpeed is true, the absolute speed under which to stop running More... | |
bool | ReadInput = true |
if this is set to false, will ignore input (use methods via script instead) More... | |
bool | AutoRun = false |
whether or not run should auto trigger if you move the joystick far enough More... | |
float | AutoRunThreshold = 0.6f |
the input threshold on the joystick (normalized) 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 | HandleInput () |
At the beginning of each cycle, we check if we've pressed or released the run button More... | |
virtual void | HandleRunningExit () |
Tests if run state should be exited More... | |
virtual void | StopFeedbacks () |
Stops all run feedbacks 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 | Initialization () |
Gets and stores components for further use More... | |
virtual void | InternalHandleInput () |
Internal method to check if an input manager is present or not 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 | |
int | _runningAnimationParameter |
bool | _runningStarted = false |
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 | _runningAnimationParameterName = "Running" |
Properties | |
bool | ShouldRun [get, protected set] |
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 it'll be able to run Animator parameters : Running
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virtual |
Forces run state or not (if we're not in ReadInput mode)
state |
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protectedvirtual |
At the beginning of each cycle, we check if we've pressed or released the run button
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protectedvirtual |
Tests if run state should be exited
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virtual |
This method is only used to display a helpbox text at the beginning of the ability's inspector.
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protectedvirtual |
Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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virtual |
The second of the 3 passes you can have in your ability. Think of it as Update()
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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virtual |
On reset ability, we cancel all the changes made
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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virtual |
Causes the character to start running.
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virtual |
Causes the character to stop running.
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protectedvirtual |
Stops all run feedbacks
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virtual |
At the end of each cycle, we send our Running status to the character's animator
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protected |
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staticprotected |
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protected |
bool MoreMountains.CorgiEngine.CharacterRun.AutoRun = false |
whether or not run should auto trigger if you move the joystick far enough
float MoreMountains.CorgiEngine.CharacterRun.AutoRunThreshold = 0.6f |
the input threshold on the joystick (normalized)
bool MoreMountains.CorgiEngine.CharacterRun.ReadInput = true |
if this is set to false, will ignore input (use methods via script instead)
float MoreMountains.CorgiEngine.CharacterRun.RunLowSpeedThreshold = 1f |
if StopRunAtLowSpeed is true, the absolute speed under which to stop running
float MoreMountains.CorgiEngine.CharacterRun.RunSpeed = 16f |
the speed of the character when it's running
bool MoreMountains.CorgiEngine.CharacterRun.StopRunAtLowSpeed = false |
whether or not to stop the character from running when at low speeds
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getprotected set |