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

Add this component to a Character and it'll be able to cling to walls when being in the air,
More...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterWallClinging:
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 ()
 Every frame, checks if the wallclinging state should be exited More...
 
override void LateProcessAbility ()
 At the end of the frame, we store the current state for comparison use in the next frame More...
 
virtual void DetachFromWall ()
 Call this method to force the character to detach from the wall it's currently clinging to More...
 
override void UpdateAnimator ()
 Updates the animator with the current wallclinging state 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 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

float WallClingingSlowFactor = 0.2f
 the slow factor when wall clinging More...
 
float RaycastVerticalOffset = 0f
 the vertical offset to apply to raycasts for wall clinging More...
 
float WallClingingTolerance = 0.3f
 the tolerance applied to compensate for tiny irregularities in the wall (slightly misplaced tiles for example) More...
 
bool ResetVerticalForceOnEntry = true
 if this is true, vertical forces will be reset on entry More...
 
bool InputIndependent = false
 if this is set to true, you won't need to press the opposite direction to wall cling, it'll be automatic anytime the character faces a wall 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 ()
 Gets and stores components for further use More...
 
virtual void WallClinging ()
 Makes the player stick to a wall when jumping More...
 
virtual bool TestForWall ()
 Casts a ray to check if we're facing a wall More...
 
virtual bool TestForWall (int direction)
 
virtual void EnterWallClinging ()
 Enters the wall clinging state More...
 
virtual void ExitWallClinging ()
 If the character is currently wallclinging, checks if we should exit the state More...
 
virtual void ProcessExit ()
 
virtual void WallClingingLastFrame ()
 This methods tests if we were wallcling previously, and if so, resets the slowfall factor and stops the wallclinging sound More...
 
override void OnDeath ()
 Override this to describe what should happen to this ability when the character respawns More...
 
override void InitializeAnimatorParameters ()
 Adds required animator parameters to the animator parameters list if they exist More...
 
- Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility
virtual void Start ()
 On Start(), we call the ability's intialization 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 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

CharacterStates.MovementStates _stateLastFrame
 
RaycastHit2D _raycast
 
WallClingingOverride _wallClingingOverride
 
bool _inputManagerNotNull
 
int _wallClingingAnimationParameter
 
- 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 _wallClingingAnimationParameterName = "WallClinging"
 

Properties

bool IsFacingRightWhileWallClinging [get, set]
 
bool HasTouchedGround [get, set]
 
- 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 cling to walls when being in the air,

Animator parameters : WallClinging (bool)

Member Function Documentation

◆ DetachFromWall()

virtual void MoreMountains.CorgiEngine.CharacterWallClinging.DetachFromWall ( )
virtual

Call this method to force the character to detach from the wall it's currently clinging to

◆ EnterWallClinging()

virtual void MoreMountains.CorgiEngine.CharacterWallClinging.EnterWallClinging ( )
protectedvirtual

Enters the wall clinging state

◆ ExitWallClinging()

virtual void MoreMountains.CorgiEngine.CharacterWallClinging.ExitWallClinging ( )
protectedvirtual

If the character is currently wallclinging, checks if we should exit the state

◆ HelpBoxText()

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

Gets and stores components for further use

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ InitializeAnimatorParameters()

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

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

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ LateProcessAbility()

override void MoreMountains.CorgiEngine.CharacterWallClinging.LateProcessAbility ( )
virtual

At the end of the frame, we store the current state for comparison use in the next frame

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ OnDeath()

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

Every frame, checks if the wallclinging state should be exited

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ ProcessExit()

virtual void MoreMountains.CorgiEngine.CharacterWallClinging.ProcessExit ( )
protectedvirtual

◆ ResetAbility()

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

On reset ability, we cancel all the changes made

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ TestForWall() [1/2]

virtual bool MoreMountains.CorgiEngine.CharacterWallClinging.TestForWall ( )
protectedvirtual

Casts a ray to check if we're facing a wall

Returns

◆ TestForWall() [2/2]

virtual bool MoreMountains.CorgiEngine.CharacterWallClinging.TestForWall ( int  direction)
protectedvirtual

◆ UpdateAnimator()

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

Updates the animator with the current wallclinging state

Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.

◆ WallClinging()

virtual void MoreMountains.CorgiEngine.CharacterWallClinging.WallClinging ( )
protectedvirtual

Makes the player stick to a wall when jumping

◆ WallClingingLastFrame()

virtual void MoreMountains.CorgiEngine.CharacterWallClinging.WallClingingLastFrame ( )
protectedvirtual

This methods tests if we were wallcling previously, and if so, resets the slowfall factor and stops the wallclinging sound

Member Data Documentation

◆ _inputManagerNotNull

bool MoreMountains.CorgiEngine.CharacterWallClinging._inputManagerNotNull
protected

◆ _raycast

RaycastHit2D MoreMountains.CorgiEngine.CharacterWallClinging._raycast
protected

◆ _stateLastFrame

CharacterStates.MovementStates MoreMountains.CorgiEngine.CharacterWallClinging._stateLastFrame
protected

◆ _wallClingingAnimationParameter

int MoreMountains.CorgiEngine.CharacterWallClinging._wallClingingAnimationParameter
protected

◆ _wallClingingAnimationParameterName

const string MoreMountains.CorgiEngine.CharacterWallClinging._wallClingingAnimationParameterName = "WallClinging"
staticprotected

◆ _wallClingingOverride

WallClingingOverride MoreMountains.CorgiEngine.CharacterWallClinging._wallClingingOverride
protected

◆ InputIndependent

bool MoreMountains.CorgiEngine.CharacterWallClinging.InputIndependent = false

if this is set to true, you won't need to press the opposite direction to wall cling, it'll be automatic anytime the character faces a wall

◆ RaycastVerticalOffset

float MoreMountains.CorgiEngine.CharacterWallClinging.RaycastVerticalOffset = 0f

the vertical offset to apply to raycasts for wall clinging

◆ ResetVerticalForceOnEntry

bool MoreMountains.CorgiEngine.CharacterWallClinging.ResetVerticalForceOnEntry = true

if this is true, vertical forces will be reset on entry

◆ WallClingingSlowFactor

float MoreMountains.CorgiEngine.CharacterWallClinging.WallClingingSlowFactor = 0.2f

the slow factor when wall clinging

◆ WallClingingTolerance

float MoreMountains.CorgiEngine.CharacterWallClinging.WallClingingTolerance = 0.3f

the tolerance applied to compensate for tiny irregularities in the wall (slightly misplaced tiles for example)

Property Documentation

◆ HasTouchedGround

bool MoreMountains.CorgiEngine.CharacterWallClinging.HasTouchedGround
getset

◆ IsFacingRightWhileWallClinging

bool MoreMountains.CorgiEngine.CharacterWallClinging.IsFacingRightWhileWallClinging
getset

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