Corgi Engine
v9.0
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Add this component to a Character and it'll rotate according to the current slope angle. Animator parameters : none 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 () |
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... | |
Add this component to a Character and it'll rotate according to the current slope angle. Animator parameters : none
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Computes the angle of the slope
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Determines the angle to consider when orientating
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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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On Start(), we set our tunnel flag to false
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Every frame, we check if we're crouched and if we still should be
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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float MoreMountains.CorgiEngine.CharacterSlopeOrientation.CharacterRotationSpeed = 10f |
the rotation at which to rotate the object
float MoreMountains.CorgiEngine.CharacterSlopeOrientation.MaximumAllowedAngle = 90f |
the maximum angle the rotation will be clamped at
float MoreMountains.CorgiEngine.CharacterSlopeOrientation.MinimumAllowedAngle = -90f |
the minimum angle the rotation will be clamped at
GameObject MoreMountains.CorgiEngine.CharacterSlopeOrientation.ObjectToRotate |
The object to rotate when walking on slopes. A good hierarchy is like so :
float MoreMountains.CorgiEngine.CharacterSlopeOrientation.RaycastLength = 1f |
the slope detection raycast length
bool MoreMountains.CorgiEngine.CharacterSlopeOrientation.ResetAngleInTheAir = true |
should the rotation be reset when the character jumps
bool MoreMountains.CorgiEngine.CharacterSlopeOrientation.RotateWeapon = true |
should the weapon rotate as well