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override void | HandleInput () |
| We override input detection to have it simply look at the down direction More...
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virtual IEnumerator | Dive () |
| Coroutine used to make the player dive vertically 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 | Initialization () |
| Gets and stores components for further use 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 | 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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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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virtual void | InitiateDive () |
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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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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 | ProcessAbility () |
| The second of the 3 passes you can have in your ability. Think of it as Update() 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 | 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...
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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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Vector3 | ShakeParameters = new Vector3(1.5f,0.5f,1f) |
| Shake parameters : intensity, duration (in seconds) and decay. More...
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float | DiveAcceleration = 2f |
| the vertical acceleration applied when diving 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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int | _divingAnimationParameter |
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Coroutine | _coroutine |
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Character | _character |
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Transform | _characterTransform |
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Health | _health |
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CharacterHorizontalMovement | _characterHorizontalMovement |
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CorgiController | _controller |
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InputManager | _inputManager |
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CameraController | _sceneCamera |
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Animator | _animator |
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CharacterStates | _state |
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SpriteRenderer | _spriteRenderer |
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MMStateMachine< CharacterStates.MovementStates > | _movement |
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MMStateMachine< CharacterStates.CharacterConditions > | _condition |
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bool | _abilityInitialized = false |
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CharacterGravity | _characterGravity |
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float | _verticalInput |
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float | _horizontalInput |
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bool | _startFeedbackIsPlaying = false |
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List< CharacterHandleWeapon > | _handleWeaponList |
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const string | _divingAnimationParameterName = "Diving" |
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virtual bool | AbilityAuthorized [get] |
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virtual bool | AbilityInitialized [get] |
| true if the ability has already been initialized More...
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Add this class to a Character and it'll be able to dive by pressing down, pounding the ground in the process. This class is derived from CharacterDive and shows how you can very simply extend an ability to change how it detects input Animator parameters : Diving (bool)