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
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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. More...
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override void | LateProcessAbility () |
| On late process, we log our speed and record if needed More...
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virtual void | SetInputManager (InputManager inputManager) |
| Sets a new input manager for this ability to get input from More...
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virtual void | BindAnimator () |
| Binds the animator from the character and initializes the animator parameters More...
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virtual void | ResetInput () |
| Resets all input for this ability. Can be overridden for ability specific directives More...
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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 More...
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virtual void | ProcessAbility () |
| The second of the 3 passes you can have in your ability. Think of it as Update() More...
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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(). More...
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virtual void | PermitAbility (bool abilityPermitted) |
| Changes the status of the ability's permission More...
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virtual void | Flip () |
| Override this to specify what should happen in this ability when the character flips More...
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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. More...
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virtual void | PlayAbilityStartFeedbacks () |
| Plays the ability start sound effect More...
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virtual void | StopStartFeedbacks () |
| Stops the ability used sound effect More...
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virtual void | PlayAbilityStopFeedbacks () |
| Plays the ability stop sound effect More...
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virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| Registers a new animator parameter to the list More...
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Modes | RollingAverageMode = Modes.Framecount |
| whether rolling average should be computed over the past X frames, or over time spans More...
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int | RollingAverageSamplesCount = 10 |
| the amount of samples to consider More...
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int | RollingAverageFrameInterval = 10 |
| the amount of frames to ignore between two recordings for the rolling average More...
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float | RollingAverageTimeInterval = 0.5f |
| the duration (in seconds) to wait for between two recordings More...
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int | FrameCounter |
| the current frame counter More...
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Vector2 | ControllerSpeed |
| the current speed of the controller, this frame More...
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Vector2 | ControllerSpeedLastFrame |
| the speed of the controller last frame More...
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Vector2 | ControllerSpeedRollingAverage |
| the rolling average speed of the controller, over the selected samples / duration / frame count More...
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Vector2 | TransformSpeed |
| the speed of the transform this frame More...
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Vector2 | TransformSpeedLastFrame |
| the speed of the transform last frame More...
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Vector2 | TransformSpeedRollingAverage |
| the rolling average speed of the transform, over the selected samples / duration / frame count More...
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MMFeedbacks | AbilityStartFeedbacks |
| the feedbacks to play when the ability starts More...
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MMFeedbacks | AbilityStopFeedbacks |
| the feedbacks to play when the ability stops More...
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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...
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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...
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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...
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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...
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override void | Initialization () |
| On initialization we initialize our arrays More...
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virtual void | Record () |
| Stores rolling average values and computes them if needed More...
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virtual void | Start () |
| On Start(), we call the ability's intialization More...
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virtual void | InitializeAnimatorParameters () |
| Adds required animator parameters to the animator parameters list if they exist More...
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virtual void | InternalHandleInput () |
| Internal method to check if an input manager is present or not More...
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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 More...
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virtual void | OnRespawn () |
| Override this to describe what should happen to this ability when the character respawns More...
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virtual void | OnDeath () |
| Override this to describe what should happen to this ability when the character respawns More...
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virtual void | OnHit () |
| Override this to describe what should happen to this ability when the character takes a hit More...
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virtual void | OnEnable () |
| On enable, we bind our respawn delegate More...
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virtual void | OnDisable () |
| On disable, we unbind our respawn delegate More...
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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