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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 | ProcessAbility () |
| On Update we decrease our counter More...
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virtual void | EnterWater () |
| When entering the water we instantiate a splash if needed and change our state More...
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virtual void | ExitWater () |
| When exiting the water we instantiate a splash if needed and change our state More...
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override void | UpdateAnimator () |
| At the end of each cycle, we send our Running status to the character's animator More...
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override void | ResetAbility () |
| On reset ability, we cancel all the changes made 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 | LateProcessAbility () |
| The last of the 3 passes you can have in your ability. Think of it as LateUpdate() 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 | 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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bool | InWater = false |
| whether or not the character is in water More...
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float | SwimHeight = 3.025f |
| defines how high the character can jump More...
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float | SwimAnimationDuration = 0.8f |
| the duration (in seconds) of the swim animation before it reverts back to swim idle More...
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MMFeedbacks | OnSwimFeedback |
| a hook to play a feedback everytime the player swims More...
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GameObject | WaterEntryEffect |
| the effect that will be instantiated everytime the character enters the water More...
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GameObject | WaterExitEffect |
| the effect that will be instantiated everytime the character exits the water More...
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Vector2 | WaterExitForce = new Vector2(0f, 12f) |
| the force to apply to the character when exiting water 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 | HandleInput () |
| At the beginning of each cycle we check if we've just pressed or released the swim button More...
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virtual void | Swim () |
| When swimming we apply our swim force More...
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override void | InitializeAnimatorParameters () |
| Adds required animator parameters to the animator parameters list if they exist More...
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override void | OnDeath () |
| Override this to describe what should happen to this ability when the character respawns More...
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virtual void | Start () |
| On Start(), we call the ability's intialization More...
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virtual void | Initialization () |
| Gets and stores components for further use 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 | OnRespawn () |
| 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 to allow it to swim in Water by pressing the Swim button (by default the same binding as the Jump button, but separated for convenience)
Animator parameters : Swimming (bool), SwimmingIdle (bool)