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

Add this component to a Character and it'll rotate according to the current slope angle. Animator parameters : none More...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterSlopeOrientation:
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 check if we're crouched and if we still should be 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 UpdateAnimator ()
 Override this to send parameters to the character's animator. This is called once per cycle, by the Character class, after Early, normal and Late process(). 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 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...
 
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

GameObject ObjectToRotate
 
float CharacterRotationSpeed = 10f
 the rotation at which to rotate the object More...
 
float MinimumAllowedAngle = -90f
 the minimum angle the rotation will be clamped at More...
 
float MaximumAllowedAngle = 90f
 the maximum angle the rotation will be clamped at More...
 
bool ResetAngleInTheAir = true
 should the rotation be reset when the character jumps More...
 
bool RotateWeapon = true
 should the weapon rotate as well More...
 
float RaycastLength = 1f
 the slope detection raycast length 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 set our tunnel flag to false More...
 
virtual float DetermineAngle ()
 Determines the angle to consider when orientating More...
 
virtual float ComputeSlopeAngle (Vector2 normal)
 Computes the angle of the slope More...
 
- Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual void Start ()
 On Start(), we call the ability's intialization More...
 
virtual void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist 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

GameObject _model
 
Quaternion _newRotation
 
float _currentAngle
 
CharacterHandleWeapon _handleWeapon
 
WeaponAim _weaponAim
 
float _rayLength
 
RaycastHit2D _raycastLeft
 
RaycastHit2D _raycastMid
 
RaycastHit2D _raycastRight
 
Vector3 _slopeAngleCross
 
- 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
 

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 component to a Character and it'll rotate according to the current slope angle. Animator parameters : none

Member Function Documentation

◆ ComputeSlopeAngle()

virtual float MoreMountains.CorgiEngine.CharacterSlopeOrientation.ComputeSlopeAngle ( Vector2  normal)
protectedvirtual

Computes the angle of the slope

Parameters
normal
Returns

◆ DetermineAngle()

virtual float MoreMountains.CorgiEngine.CharacterSlopeOrientation.DetermineAngle ( )
protectedvirtual

Determines the angle to consider when orientating

Returns

◆ HelpBoxText()

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

On Start(), we set our tunnel flag to false

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ProcessAbility()

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

Every frame, we check if we're crouched and if we still should be

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

Member Data Documentation

◆ _currentAngle

float MoreMountains.CorgiEngine.CharacterSlopeOrientation._currentAngle
protected

◆ _handleWeapon

CharacterHandleWeapon MoreMountains.CorgiEngine.CharacterSlopeOrientation._handleWeapon
protected

◆ _model

GameObject MoreMountains.CorgiEngine.CharacterSlopeOrientation._model
protected

◆ _newRotation

Quaternion MoreMountains.CorgiEngine.CharacterSlopeOrientation._newRotation
protected

◆ _raycastLeft

RaycastHit2D MoreMountains.CorgiEngine.CharacterSlopeOrientation._raycastLeft
protected

◆ _raycastMid

RaycastHit2D MoreMountains.CorgiEngine.CharacterSlopeOrientation._raycastMid
protected

◆ _raycastRight

RaycastHit2D MoreMountains.CorgiEngine.CharacterSlopeOrientation._raycastRight
protected

◆ _rayLength

float MoreMountains.CorgiEngine.CharacterSlopeOrientation._rayLength
protected

◆ _slopeAngleCross

Vector3 MoreMountains.CorgiEngine.CharacterSlopeOrientation._slopeAngleCross
protected

◆ _weaponAim

WeaponAim MoreMountains.CorgiEngine.CharacterSlopeOrientation._weaponAim
protected

◆ CharacterRotationSpeed

float MoreMountains.CorgiEngine.CharacterSlopeOrientation.CharacterRotationSpeed = 10f

the rotation at which to rotate the object

◆ MaximumAllowedAngle

float MoreMountains.CorgiEngine.CharacterSlopeOrientation.MaximumAllowedAngle = 90f

the maximum angle the rotation will be clamped at

◆ MinimumAllowedAngle

float MoreMountains.CorgiEngine.CharacterSlopeOrientation.MinimumAllowedAngle = -90f

the minimum angle the rotation will be clamped at

◆ ObjectToRotate

GameObject MoreMountains.CorgiEngine.CharacterSlopeOrientation.ObjectToRotate

The object to rotate when walking on slopes. A good hierarchy is like so :

  • top level : Corgi Controller, collider, character, abilities, etc
  • - slope object to rotate
  • - - model

◆ RaycastLength

float MoreMountains.CorgiEngine.CharacterSlopeOrientation.RaycastLength = 1f

the slope detection raycast length

◆ ResetAngleInTheAir

bool MoreMountains.CorgiEngine.CharacterSlopeOrientation.ResetAngleInTheAir = true

should the rotation be reset when the character jumps

◆ RotateWeapon

bool MoreMountains.CorgiEngine.CharacterSlopeOrientation.RotateWeapon = true

should the weapon rotate as well


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