Add this component to a Character and it'll rotate according to the current slope angle. Animator parameters : none.
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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.
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| override void | ProcessAbility () |
| | Every frame, we check if we're crouched and if we still should be.
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| virtual void | SetInputManager (InputManager inputManager) |
| | Sets a new input manager for this ability to get input from.
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| virtual void | BindAnimator () |
| | Binds the animator from the character and initializes the animator parameters.
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| virtual void | ResetInput () |
| | Resets all input for this ability. Can be overridden for ability specific directives.
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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.
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| virtual void | LateProcessAbility () |
| | The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
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| 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().
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| virtual void | PermitAbility (bool abilityPermitted) |
| | Changes the status of the ability's permission.
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| virtual void | Flip () |
| | Override this to specify what should happen in this ability when the character flips.
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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.
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| virtual void | PlayAbilityStartFeedbacks () |
| | Plays the ability start feedback.
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| virtual void | StopStartFeedbacks () |
| | Stops the ability used feedback.
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| virtual void | PlayAbilityStopFeedbacks () |
| | Plays the ability stop feedback.
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| virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
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| override void | Initialization () |
| | On Start(), we set our tunnel flag to false.
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| virtual float | DetermineAngle () |
| | Determines the angle to consider when orientating.
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| virtual float | ComputeSlopeAngle (Vector2 normal) |
| | Computes the angle of the slope.
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| virtual void | Start () |
| | On Start(), we call the ability's intialization.
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| virtual void | InitializeAnimatorParameters () |
| | Adds required animator parameters to the animator parameters list if they exist.
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| virtual void | InternalHandleInput () |
| | Internal method to check if an input manager is present or not.
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| 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.
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| virtual void | OnRespawn () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnHit () |
| | Override this to describe what should happen to this ability when the character takes a hit.
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| virtual void | OnEnable () |
| | On enable, we bind our respawn delegate.
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| virtual void | OnDisable () |
| | On disable, we unbind our respawn delegate.
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Add this component to a Character and it'll rotate according to the current slope angle. Animator parameters : none.
◆ ComputeSlopeAngle()
| virtual float MoreMountains.CorgiEngine.CharacterSlopeOrientation.ComputeSlopeAngle |
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Vector2 | normal | ) |
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protectedvirtual |
Computes the angle of the slope.
- Parameters
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- Returns
◆ DetermineAngle()
| virtual float MoreMountains.CorgiEngine.CharacterSlopeOrientation.DetermineAngle |
( |
| ) |
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protectedvirtual |
Determines the angle to consider when orientating.
- Returns
◆ HelpBoxText()
| override string MoreMountains.CorgiEngine.CharacterSlopeOrientation.HelpBoxText |
( |
| ) |
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virtual |
◆ Initialization()
| override void MoreMountains.CorgiEngine.CharacterSlopeOrientation.Initialization |
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| ) |
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protectedvirtual |
◆ ProcessAbility()
| override void MoreMountains.CorgiEngine.CharacterSlopeOrientation.ProcessAbility |
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| ) |
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virtual |
◆ _currentAngle
| float MoreMountains.CorgiEngine.CharacterSlopeOrientation._currentAngle |
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protected |
◆ _handleWeapon
◆ _model
| GameObject MoreMountains.CorgiEngine.CharacterSlopeOrientation._model |
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protected |
◆ _newRotation
| Quaternion MoreMountains.CorgiEngine.CharacterSlopeOrientation._newRotation |
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protected |
◆ _raycastLeft
| RaycastHit2D MoreMountains.CorgiEngine.CharacterSlopeOrientation._raycastLeft |
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protected |
◆ _raycastMid
| RaycastHit2D MoreMountains.CorgiEngine.CharacterSlopeOrientation._raycastMid |
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protected |
◆ _raycastRight
| RaycastHit2D MoreMountains.CorgiEngine.CharacterSlopeOrientation._raycastRight |
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protected |
◆ _rayLength
| float MoreMountains.CorgiEngine.CharacterSlopeOrientation._rayLength |
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protected |
◆ _slopeAngleCross
| Vector3 MoreMountains.CorgiEngine.CharacterSlopeOrientation._slopeAngleCross |
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protected |
◆ _weaponAim
| WeaponAim MoreMountains.CorgiEngine.CharacterSlopeOrientation._weaponAim |
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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: