Corgi Engine
v9.1
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Add this component to a Character and it'll be able to cling to walls when being in the air,
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... | |
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... | |
Add this component to a Character and it'll be able to cling to walls when being in the air,
Animator parameters : WallClinging (bool)
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virtual |
Call this method to force the character to detach from the wall it's currently clinging to
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protectedvirtual |
Enters the wall clinging state
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protectedvirtual |
If the character is currently wallclinging, checks if we should exit the state
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virtual |
This method is only used to display a helpbox text at the beginning of the ability's inspector.
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protectedvirtual |
Gets and stores components for further use
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protectedvirtual |
Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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virtual |
At the end of the frame, we store the current state for comparison use in the next frame
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protectedvirtual |
Override this to describe what should happen to this ability when the character respawns
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Every frame, checks if the wallclinging state should be exited
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protectedvirtual |
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virtual |
On reset ability, we cancel all the changes made
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protectedvirtual |
Casts a ray to check if we're facing a wall
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protectedvirtual |
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Updates the animator with the current wallclinging state
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protectedvirtual |
Makes the player stick to a wall when jumping
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protectedvirtual |
This methods tests if we were wallcling previously, and if so, resets the slowfall factor and stops the wallclinging sound
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protected |
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staticprotected |
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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
float MoreMountains.CorgiEngine.CharacterWallClinging.RaycastVerticalOffset = 0f |
the vertical offset to apply to raycasts for wall clinging
bool MoreMountains.CorgiEngine.CharacterWallClinging.ResetVerticalForceOnEntry = true |
if this is true, vertical forces will be reset on entry
float MoreMountains.CorgiEngine.CharacterWallClinging.WallClingingSlowFactor = 0.2f |
the slow factor when wall clinging
float MoreMountains.CorgiEngine.CharacterWallClinging.WallClingingTolerance = 0.3f |
the tolerance applied to compensate for tiny irregularities in the wall (slightly misplaced tiles for example)
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getset |
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getset |