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

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) More...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterSwim:
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. More...
 
override void ProcessAbility ()
 On Update we decrease our counter More...
 
virtual void EnterWater ()
 When entering the water we instantiate a splash if needed and change our state More...
 
virtual void ExitWater ()
 When exiting the water we instantiate a splash if needed and change our state More...
 
override void UpdateAnimator ()
 At the end of each cycle, we send our Running status to the character's animator More...
 
override void ResetAbility ()
 On reset ability, we cancel all the changes made 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 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 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

bool InWater = false
 whether or not the character is in water More...
 
float SwimHeight = 3.025f
 defines how high the character can jump More...
 
float SwimAnimationDuration = 0.8f
 the duration (in seconds) of the swim animation before it reverts back to swim idle More...
 
MMFeedbacks OnSwimFeedback
 a hook to play a feedback everytime the player swims More...
 
GameObject WaterEntryEffect
 the effect that will be instantiated everytime the character enters the water More...
 
GameObject WaterExitEffect
 the effect that will be instantiated everytime the character exits the water More...
 
Vector2 WaterExitForce = new Vector2(0f, 12f)
 the force to apply to the character when exiting water 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 HandleInput ()
 At the beginning of each cycle we check if we've just pressed or released the swim button More...
 
virtual void Swim ()
 When swimming we apply our swim force More...
 
override void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist More...
 
override void OnDeath ()
 Override this to describe what should happen to this ability when the character respawns More...
 
- Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual void Start ()
 On Start(), we call the ability's intialization More...
 
virtual void Initialization ()
 Gets and stores components for further use More...
 
virtual void InternalHandleInput ()
 Internal method to check if an input manager is present or not More...
 
virtual void OnRespawn ()
 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 _swimDurationLeft = 0f
 
int _inWaterAnimationParameter
 
int _swimmingAnimationParameter
 
int _swimmingIdleAnimationParameter
 
- 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
 

Static Protected Attributes

const string _inWaterAnimationParameterName = "InWater"
 
const string _swimmingAnimationParameterName = "Swimming"
 
const string _swimmingIdleAnimationParameterName = "SwimmingIdle"
 

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 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)

Member Function Documentation

◆ EnterWater()

virtual void MoreMountains.CorgiEngine.CharacterSwim.EnterWater ( )
virtual

When entering the water we instantiate a splash if needed and change our state

◆ ExitWater()

virtual void MoreMountains.CorgiEngine.CharacterSwim.ExitWater ( )
virtual

When exiting the water we instantiate a splash if needed and change our state

◆ HandleInput()

override void MoreMountains.CorgiEngine.CharacterSwim.HandleInput ( )
protectedvirtual

At the beginning of each cycle we check if we've just pressed or released the swim button

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ HelpBoxText()

override string MoreMountains.CorgiEngine.CharacterSwim.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.

◆ InitializeAnimatorParameters()

override void MoreMountains.CorgiEngine.CharacterSwim.InitializeAnimatorParameters ( )
protectedvirtual

Adds required animator parameters to the animator parameters list if they exist

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnDeath()

override void MoreMountains.CorgiEngine.CharacterSwim.OnDeath ( )
protectedvirtual

Override this to describe what should happen to this ability when the character respawns

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ProcessAbility()

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

On Update we decrease our counter

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ResetAbility()

override void MoreMountains.CorgiEngine.CharacterSwim.ResetAbility ( )
virtual

On reset ability, we cancel all the changes made

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ Swim()

virtual void MoreMountains.CorgiEngine.CharacterSwim.Swim ( )
protectedvirtual

When swimming we apply our swim force

◆ UpdateAnimator()

override void MoreMountains.CorgiEngine.CharacterSwim.UpdateAnimator ( )
virtual

At the end of each cycle, we send our Running status to the character's animator

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

Member Data Documentation

◆ _inWaterAnimationParameter

int MoreMountains.CorgiEngine.CharacterSwim._inWaterAnimationParameter
protected

◆ _inWaterAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterSwim._inWaterAnimationParameterName = "InWater"
staticprotected

◆ _swimDurationLeft

float MoreMountains.CorgiEngine.CharacterSwim._swimDurationLeft = 0f
protected

◆ _swimmingAnimationParameter

int MoreMountains.CorgiEngine.CharacterSwim._swimmingAnimationParameter
protected

◆ _swimmingAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterSwim._swimmingAnimationParameterName = "Swimming"
staticprotected

◆ _swimmingIdleAnimationParameter

int MoreMountains.CorgiEngine.CharacterSwim._swimmingIdleAnimationParameter
protected

◆ _swimmingIdleAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterSwim._swimmingIdleAnimationParameterName = "SwimmingIdle"
staticprotected

◆ InWater

bool MoreMountains.CorgiEngine.CharacterSwim.InWater = false

whether or not the character is in water

◆ OnSwimFeedback

MMFeedbacks MoreMountains.CorgiEngine.CharacterSwim.OnSwimFeedback

a hook to play a feedback everytime the player swims

◆ SwimAnimationDuration

float MoreMountains.CorgiEngine.CharacterSwim.SwimAnimationDuration = 0.8f

the duration (in seconds) of the swim animation before it reverts back to swim idle

◆ SwimHeight

float MoreMountains.CorgiEngine.CharacterSwim.SwimHeight = 3.025f

defines how high the character can jump

◆ WaterEntryEffect

GameObject MoreMountains.CorgiEngine.CharacterSwim.WaterEntryEffect

the effect that will be instantiated everytime the character enters the water

◆ WaterExitEffect

GameObject MoreMountains.CorgiEngine.CharacterSwim.WaterExitEffect

the effect that will be instantiated everytime the character exits the water

◆ WaterExitForce

Vector2 MoreMountains.CorgiEngine.CharacterSwim.WaterExitForce = new Vector2(0f, 12f)

the force to apply to the character when exiting water


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