Corgi Engine v9.4
Loading...
Searching...
No Matches
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.
override void ProcessAbility ()
 Every frame, we check if we're crouched and if we still should be.
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.
virtual void BindAnimator ()
 Binds the animator from the character and initializes the animator parameters.
virtual void ResetInput ()
 Resets all input for this ability. Can be overridden for ability specific directives.
virtual void EarlyProcessAbility ()
 The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed.
virtual void LateProcessAbility ()
 The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
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().
virtual void PermitAbility (bool abilityPermitted)
 Changes the status of the ability's permission.
virtual void Flip ()
 Override this to specify what should happen in this ability when the character flips.
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.
virtual void PlayAbilityStartFeedbacks ()
 Plays the ability start feedback.
virtual void StopStartFeedbacks ()
 Stops the ability used feedback.
virtual void PlayAbilityStopFeedbacks ()
 Plays the ability stop feedback.
virtual void RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter)
 Registers a new animator parameter to the list.

Public Attributes

GameObject ObjectToRotate
float CharacterRotationSpeed = 10f
 the rotation at which to rotate the object
float MinimumAllowedAngle = -90f
 the minimum angle the rotation will be clamped at
float MaximumAllowedAngle = 90f
 the maximum angle the rotation will be clamped at
bool ResetAngleInTheAir = true
 should the rotation be reset when the character jumps
bool RotateWeapon = true
 should the weapon rotate as well
float RaycastLength = 1f
 the slope detection raycast length
Public Attributes inherited from MoreMountains.CorgiEngine.CharacterAbility
MMFeedbacks AbilityStartFeedbacks
 the feedbacks to play when the ability starts
MMFeedbacks AbilityStopFeedbacks
 the feedbacks to play when the ability stops
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
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.
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.
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.

Protected Member Functions

override void Initialization ()
 On Start(), we set our tunnel flag to false.
virtual float DetermineAngle ()
 Determines the angle to consider when orientating.
virtual float ComputeSlopeAngle (Vector2 normal)
 Computes the angle of the slope.
Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual void Start ()
 On Start(), we call the ability's intialization.
virtual void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist.
virtual void InternalHandleInput ()
 Internal method to check if an input manager is present or not.
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.
virtual void OnRespawn ()
 Override this to describe what should happen to this ability when the character respawns.
virtual void OnDeath ()
 Override this to describe what should happen to this ability when the character respawns.
virtual void OnHit ()
 Override this to describe what should happen to this ability when the character takes a hit.
virtual void OnEnable ()
 On enable, we bind our respawn delegate.
virtual void OnDisable ()
 On disable, we unbind our respawn delegate.

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
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

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: