Corgi Engine  v9.1
MoreMountains.CorgiEngine.CharacterSwitchModel Class Reference

Add this component to a character and it'll be able to switch its model when pressing the SwitchCharacter button Note that this will only change the model, not the prefab. Only the visual representation, not the abilities and settings. If instead you'd like to change the prefab entirely, look at the CharacterSwitchManager class. If you want to swap characters between a bunch of characters within a scene, look at the CharacterSwap ability and CharacterSwapManager More...

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

Public Types

enum  NextModelChoices { NextModelChoices.Sequential, NextModelChoices.Random }
 the possible orders the next character can be selected from More...
 

Public Member Functions

override void Flip ()
 On flip we store our state for our current model More...
 
virtual void SwitchModel ()
 Switches to the next model in line More...
 
- Public Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual string HelpBoxText ()
 This method is only used to display a helpbox text at the beginning of the ability's inspector. More...
 
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 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 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

GameObject[] CharacterModels
 the list of possible characters models to switch to More...
 
NextModelChoices NextCharacterChoice = NextModelChoices.Sequential
 the order in which to pick the next character More...
 
int CurrentIndex = 0
 the initial (and at runtime, current) index of the character prefab More...
 
bool AutoBindAnimator = true
 
- 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 disable our models and activate the current one More...
 
override void HandleInput ()
 At the beginning of each cycle, we check if we've pressed or released the switch button 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 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

string _bindAnimatorMessage = "BindAnimator"
 
bool[] _characterModelsFlipped
 
CharacterHandleWeapon _characterHandleWeapon
 
- 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 be able to switch its model when pressing the SwitchCharacter button Note that this will only change the model, not the prefab. Only the visual representation, not the abilities and settings. If instead you'd like to change the prefab entirely, look at the CharacterSwitchManager class. If you want to swap characters between a bunch of characters within a scene, look at the CharacterSwap ability and CharacterSwapManager

Member Enumeration Documentation

◆ NextModelChoices

the possible orders the next character can be selected from

Enumerator
Sequential 
Random 

Member Function Documentation

◆ Flip()

override void MoreMountains.CorgiEngine.CharacterSwitchModel.Flip ( )
virtual

On flip we store our state for our current model

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ HandleInput()

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

At the beginning of each cycle, we check if we've pressed or released the switch button

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ Initialization()

override void MoreMountains.CorgiEngine.CharacterSwitchModel.Initialization ( )
protectedvirtual

On init we disable our models and activate the current one

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ SwitchModel()

virtual void MoreMountains.CorgiEngine.CharacterSwitchModel.SwitchModel ( )
virtual

Switches to the next model in line

Member Data Documentation

◆ _bindAnimatorMessage

string MoreMountains.CorgiEngine.CharacterSwitchModel._bindAnimatorMessage = "BindAnimator"
protected

◆ _characterHandleWeapon

CharacterHandleWeapon MoreMountains.CorgiEngine.CharacterSwitchModel._characterHandleWeapon
protected

◆ _characterModelsFlipped

bool [] MoreMountains.CorgiEngine.CharacterSwitchModel._characterModelsFlipped
protected

◆ AutoBindAnimator

bool MoreMountains.CorgiEngine.CharacterSwitchModel.AutoBindAnimator = true

if you set this to true, when switching model, the Character's animator will also be bound. This requires your model's animator is at the top level of the model in the hierarchy. you can look at the MinimalModelSwitch scene for examples of that

◆ CharacterModels

GameObject [] MoreMountains.CorgiEngine.CharacterSwitchModel.CharacterModels

the list of possible characters models to switch to

◆ CurrentIndex

int MoreMountains.CorgiEngine.CharacterSwitchModel.CurrentIndex = 0

the initial (and at runtime, current) index of the character prefab

◆ NextCharacterChoice

NextModelChoices MoreMountains.CorgiEngine.CharacterSwitchModel.NextCharacterChoice = NextModelChoices.Sequential

the order in which to pick the next character


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