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

Add this component to a character and it'll let you define a number of surfaces and associate walk and run feedbacks to them It will also let you trigger events when entering or exiting these surfaces Important : Surfaces are evaluated from top to bottom. The first surface definition that matches the current detected ground will be considered the current surface. So make sure your order them accordingly. More...

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

Classes

class  CharacterSurfaceFeedbacksItems
 

Public Types

enum  SurfaceDetectionModes { SurfaceDetectionModes.Controller, SurfaceDetectionModes.Script }
 whether detection should rely on periodical controller checks or be driven by an external script (via the SetCurrentSurfaceIndex(int index) method) 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...
 
virtual void SetCurrentSurfaceIndex (int index)
 A method you can use to force the surface index, when in ScriptDriven mode More...
 
override void ProcessAbility ()
 Every frame we detect surfaces if needed, and handle a potential surface change 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

List< CharacterSurfaceFeedbacksItemsSurfaces
 a list of surface definitions, defined by a layer, an optional tag, and a walk and run sound. These will be evaluated from top to bottom, first match found becomes the current surface. More...
 
SurfaceDetectionModes SurfaceDetectionMode = SurfaceDetectionModes.Controller
 whether detection should rely on periodical controller checks or be driven by an external script (via the SetCurrentSurfaceIndex(int index) method) More...
 
float ControllerCheckFrequency = 0.3f
 the frequency (in seconds) at which to cast the raycast to detect surfaces, usually you'll want to space them a bit to save on performance More...
 
int CurrentSurfaceIndex = -1
 The current index of the surface we're on in the Surfaces list. 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 init we grab our run ability and init our index More...
 
virtual void HandleSurfaceChange ()
 If we're on a new surface, we swap feedbacks and invoke our events More...
 
virtual bool TagsMatch (bool useTag, string contactTag, string surfaceTag)
 Returns true if the tags match or if we're not using tags More...
 
virtual void DetectSurface ()
 Checks if a surface detection is needed and performs it 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

float _timeSinceLastCheck = -float.PositiveInfinity
 
int _surfaceIndexLastFrame
 
CharacterRun _characterRun
 
- 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 component to a character and it'll let you define a number of surfaces and associate walk and run feedbacks to them It will also let you trigger events when entering or exiting these surfaces Important : Surfaces are evaluated from top to bottom. The first surface definition that matches the current detected ground will be considered the current surface. So make sure your order them accordingly.

Member Enumeration Documentation

◆ SurfaceDetectionModes

whether detection should rely on periodical controller checks or be driven by an external script (via the SetCurrentSurfaceIndex(int index) method)

Enumerator
Controller 
Script 

Member Function Documentation

◆ DetectSurface()

virtual void MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks.DetectSurface ( )
protectedvirtual

Checks if a surface detection is needed and performs it

◆ HandleSurfaceChange()

virtual void MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks.HandleSurfaceChange ( )
protectedvirtual

If we're on a new surface, we swap feedbacks and invoke our events

◆ HelpBoxText()

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

On init we grab our run ability and init our index

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ProcessAbility()

override void MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks.ProcessAbility ( )
virtual

Every frame we detect surfaces if needed, and handle a potential surface change

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ SetCurrentSurfaceIndex()

virtual void MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks.SetCurrentSurfaceIndex ( int  index)
virtual

A method you can use to force the surface index, when in ScriptDriven mode

Parameters
index

◆ TagsMatch()

virtual bool MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks.TagsMatch ( bool  useTag,
string  contactTag,
string  surfaceTag 
)
protectedvirtual

Returns true if the tags match or if we're not using tags

Parameters
useTag
contactTag
surfaceTag
Returns

Member Data Documentation

◆ _characterRun

CharacterRun MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks._characterRun
protected

◆ _surfaceIndexLastFrame

int MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks._surfaceIndexLastFrame
protected

◆ _timeSinceLastCheck

float MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks._timeSinceLastCheck = -float.PositiveInfinity
protected

◆ ControllerCheckFrequency

float MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks.ControllerCheckFrequency = 0.3f

the frequency (in seconds) at which to cast the raycast to detect surfaces, usually you'll want to space them a bit to save on performance

◆ CurrentSurfaceIndex

int MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks.CurrentSurfaceIndex = -1

The current index of the surface we're on in the Surfaces list.

◆ SurfaceDetectionMode

SurfaceDetectionModes MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks.SurfaceDetectionMode = SurfaceDetectionModes.Controller

whether detection should rely on periodical controller checks or be driven by an external script (via the SetCurrentSurfaceIndex(int index) method)

◆ Surfaces

List<CharacterSurfaceFeedbacksItems> MoreMountains.CorgiEngine.CharacterSurfaceFeedbacks.Surfaces

a list of surface definitions, defined by a layer, an optional tag, and a walk and run sound. These will be evaluated from top to bottom, first match found becomes the current surface.


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