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

Add this component to a character and it'll be able to run Animator parameters : Running More...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterRun:
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 ()
 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...
 

Detailed Description

Add this component to a character and it'll be able to run Animator parameters : Running

Member Function Documentation

◆ ForceRun()

virtual void MoreMountains.CorgiEngine.CharacterRun.ForceRun ( bool  state)
virtual

Forces run state or not (if we're not in ReadInput mode)

Parameters
state

◆ HandleInput()

override void MoreMountains.CorgiEngine.CharacterRun.HandleInput ( )
protectedvirtual

At the beginning of each cycle, we check if we've pressed or released the run button

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ HandleRunningExit()

virtual void MoreMountains.CorgiEngine.CharacterRun.HandleRunningExit ( )
protectedvirtual

Tests if run state should be exited

◆ HelpBoxText()

override string MoreMountains.CorgiEngine.CharacterRun.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.

◆ InitializeAnimatorParameters()

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

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

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ProcessAbility()

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

The second of the 3 passes you can have in your ability. Think of it as Update()

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ResetAbility()

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

On reset ability, we cancel all the changes made

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ RunStart()

virtual void MoreMountains.CorgiEngine.CharacterRun.RunStart ( )
virtual

Causes the character to start running.

◆ RunStop()

virtual void MoreMountains.CorgiEngine.CharacterRun.RunStop ( )
virtual

Causes the character to stop running.

◆ StopFeedbacks()

virtual void MoreMountains.CorgiEngine.CharacterRun.StopFeedbacks ( )
protectedvirtual

Stops all run feedbacks

◆ UpdateAnimator()

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

At the end of each cycle, we send our Running status to the character's animator

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

Member Data Documentation

◆ _runningAnimationParameter

int MoreMountains.CorgiEngine.CharacterRun._runningAnimationParameter
protected

◆ _runningAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterRun._runningAnimationParameterName = "Running"
staticprotected

◆ _runningStarted

bool MoreMountains.CorgiEngine.CharacterRun._runningStarted = false
protected

◆ AutoRun

bool MoreMountains.CorgiEngine.CharacterRun.AutoRun = false

whether or not run should auto trigger if you move the joystick far enough

◆ AutoRunThreshold

float MoreMountains.CorgiEngine.CharacterRun.AutoRunThreshold = 0.6f

the input threshold on the joystick (normalized)

◆ ReadInput

bool MoreMountains.CorgiEngine.CharacterRun.ReadInput = true

if this is set to false, will ignore input (use methods via script instead)

◆ RunLowSpeedThreshold

float MoreMountains.CorgiEngine.CharacterRun.RunLowSpeedThreshold = 1f

if StopRunAtLowSpeed is true, the absolute speed under which to stop running

◆ RunSpeed

float MoreMountains.CorgiEngine.CharacterRun.RunSpeed = 16f

the speed of the character when it's running

◆ StopRunAtLowSpeed

bool MoreMountains.CorgiEngine.CharacterRun.StopRunAtLowSpeed = false

whether or not to stop the character from running when at low speeds

Property Documentation

◆ ShouldRun

bool MoreMountains.CorgiEngine.CharacterRun.ShouldRun
getprotected set

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