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

Add this ability to a character and it'll compute and expose various speeds at runtime It doesn't serve any purpose on its own, and is provided more as an example of how you can create abilities to analyze and extract data from gameplay, at runtime These exposed values could then be used by other abilities, for example More...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterSpeedAnalysis:
MoreMountains.CorgiEngine.CharacterAbility MoreMountains.CorgiEngine.CorgiMonoBehaviour

Public Types

enum  Modes { Modes.Framecount, Modes.Time }
 the possible modes this analysis can run on 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 LateProcessAbility ()
 On late process, we log our speed and record if needed 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 ProcessAbility ()
 The second of the 3 passes you can have in your ability. Think of it as Update() 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

Modes RollingAverageMode = Modes.Framecount
 whether rolling average should be computed over the past X frames, or over time spans More...
 
int RollingAverageSamplesCount = 10
 the amount of samples to consider More...
 
int RollingAverageFrameInterval = 10
 the amount of frames to ignore between two recordings for the rolling average More...
 
float RollingAverageTimeInterval = 0.5f
 the duration (in seconds) to wait for between two recordings More...
 
int FrameCounter
 the current frame counter More...
 
Vector2 ControllerSpeed
 the current speed of the controller, this frame More...
 
Vector2 ControllerSpeedLastFrame
 the speed of the controller last frame More...
 
Vector2 ControllerSpeedRollingAverage
 the rolling average speed of the controller, over the selected samples / duration / frame count More...
 
Vector2 TransformSpeed
 the speed of the transform this frame More...
 
Vector2 TransformSpeedLastFrame
 the speed of the transform last frame More...
 
Vector2 TransformSpeedRollingAverage
 the rolling average speed of the transform, over the selected samples / duration / frame count 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 initialization we initialize our arrays More...
 
virtual void Record ()
 Stores rolling average values and computes them if needed 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

Vector2[] _controllerSpeedLog
 
Vector2[] _transformSpeedLog
 
Vector2 _controllerSpeedLastFrame
 
Vector2 _positionLastFrame
 
Vector2 _controllerRollingAverage
 
int _frameCountLastRecord = 0
 
float _timeLastRecord = 0f
 
- 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 ability to a character and it'll compute and expose various speeds at runtime It doesn't serve any purpose on its own, and is provided more as an example of how you can create abilities to analyze and extract data from gameplay, at runtime These exposed values could then be used by other abilities, for example

Member Enumeration Documentation

◆ Modes

the possible modes this analysis can run on

Enumerator
Framecount 
Time 

Member Function Documentation

◆ HelpBoxText()

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

On initialization we initialize our arrays

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ LateProcessAbility()

override void MoreMountains.CorgiEngine.CharacterSpeedAnalysis.LateProcessAbility ( )
virtual

On late process, we log our speed and record if needed

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ Record()

virtual void MoreMountains.CorgiEngine.CharacterSpeedAnalysis.Record ( )
protectedvirtual

Stores rolling average values and computes them if needed

Member Data Documentation

◆ _controllerRollingAverage

Vector2 MoreMountains.CorgiEngine.CharacterSpeedAnalysis._controllerRollingAverage
protected

◆ _controllerSpeedLastFrame

Vector2 MoreMountains.CorgiEngine.CharacterSpeedAnalysis._controllerSpeedLastFrame
protected

◆ _controllerSpeedLog

Vector2 [] MoreMountains.CorgiEngine.CharacterSpeedAnalysis._controllerSpeedLog
protected

◆ _frameCountLastRecord

int MoreMountains.CorgiEngine.CharacterSpeedAnalysis._frameCountLastRecord = 0
protected

◆ _positionLastFrame

Vector2 MoreMountains.CorgiEngine.CharacterSpeedAnalysis._positionLastFrame
protected

◆ _timeLastRecord

float MoreMountains.CorgiEngine.CharacterSpeedAnalysis._timeLastRecord = 0f
protected

◆ _transformSpeedLog

Vector2 [] MoreMountains.CorgiEngine.CharacterSpeedAnalysis._transformSpeedLog
protected

◆ ControllerSpeed

Vector2 MoreMountains.CorgiEngine.CharacterSpeedAnalysis.ControllerSpeed

the current speed of the controller, this frame

◆ ControllerSpeedLastFrame

Vector2 MoreMountains.CorgiEngine.CharacterSpeedAnalysis.ControllerSpeedLastFrame

the speed of the controller last frame

◆ ControllerSpeedRollingAverage

Vector2 MoreMountains.CorgiEngine.CharacterSpeedAnalysis.ControllerSpeedRollingAverage

the rolling average speed of the controller, over the selected samples / duration / frame count

◆ FrameCounter

int MoreMountains.CorgiEngine.CharacterSpeedAnalysis.FrameCounter

the current frame counter

◆ RollingAverageFrameInterval

int MoreMountains.CorgiEngine.CharacterSpeedAnalysis.RollingAverageFrameInterval = 10

the amount of frames to ignore between two recordings for the rolling average

◆ RollingAverageMode

Modes MoreMountains.CorgiEngine.CharacterSpeedAnalysis.RollingAverageMode = Modes.Framecount

whether rolling average should be computed over the past X frames, or over time spans

◆ RollingAverageSamplesCount

int MoreMountains.CorgiEngine.CharacterSpeedAnalysis.RollingAverageSamplesCount = 10

the amount of samples to consider

◆ RollingAverageTimeInterval

float MoreMountains.CorgiEngine.CharacterSpeedAnalysis.RollingAverageTimeInterval = 0.5f

the duration (in seconds) to wait for between two recordings

◆ TransformSpeed

Vector2 MoreMountains.CorgiEngine.CharacterSpeedAnalysis.TransformSpeed

the speed of the transform this frame

◆ TransformSpeedLastFrame

Vector2 MoreMountains.CorgiEngine.CharacterSpeedAnalysis.TransformSpeedLastFrame

the speed of the transform last frame

◆ TransformSpeedRollingAverage

Vector2 MoreMountains.CorgiEngine.CharacterSpeedAnalysis.TransformSpeedRollingAverage

the rolling average speed of the transform, over the selected samples / duration / frame count


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