Corgi Engine
v9.0
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Add this component to a Character and it'll be able to walljump Animator parameters : WallJumping (bool) More...
Public Types | |
enum | ForceModes { ForceModes.AddForce, ForceModes.SetForce } |
the possible ways to apply force when jumping 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... | |
delegate void | OnWallJumpDelegate () |
a delegate you can listen to to do something when a walljump happens More... | |
virtual void | ResetNumberOfWalljumpsLeft () |
Resets the amount of walljumps left More... | |
virtual bool | EvaluateWallJumpConditions () |
virtual bool | InWalljumpCoyoteTime () |
override void | ProcessAbility () |
On ProcessAbility, we reset our number of wall jumps if needed More... | |
override void | UpdateAnimator () |
At the end of each cycle, we send our character's animator the current walljumping status 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 | |
Vector2 | WallJumpForce = new Vector2(10,4) |
the force of a walljump More... | |
ForceModes | ForceMode = ForceModes.AddForce |
the selected force mode More... | |
bool | ForceFlipTowardsDirection = false |
if this is true, the character will be forced to flip towards the jump direction on the jump frame More... | |
bool | ShouldReduceNumberOfJumpsLeft = true |
if this is true, walljumps count as regular (non wall) jump to decrease the number of jumps left More... | |
bool | LimitNumberOfWalljumps = false |
if this is true, number of consecutive walljumps will be limited to MaximumNumberOfWalljumps More... | |
int | MaximumNumberOfWalljumps = 3 |
the maximum number of walljumps allowed More... | |
int | NumberOfWalljumpsLeft |
the amount of walljumps left at this time More... | |
bool | AllowCoyoteTime = false |
whether or not to autorize wall jumps in a buffer duration after the character has exited the wall clinging state More... | |
float | CoyoteTimeDuration = 0.2f |
the duration (in seconds) during which a wall jump should still be allowed after having left the wall clinging state More... | |
OnWallJumpDelegate | OnWallJump |
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 start, we store our characterJump component More... | |
override void | HandleInput () |
Every frame, we chack if we're pressing the jump button More... | |
virtual void | WalljumpRequest () |
Performs a walljump if the conditions are met More... | |
void | LateUpdate () |
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 | 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 | |
CharacterJump | _characterJump |
CharacterWallClinging | _characterWallClinging |
int | _wallJumpingAnimationParameter |
Vector2 | _wallJumpVector |
float | _lastTimeWallClinging = -float.MaxValue |
bool | _hasWallJumped = false |
bool | _hasLeftGround = false |
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 | _wallJumpingAnimationParameterName = "WallJumping" |
Properties | |
bool | WallJumpHappenedThisFrame [get, set] |
returns true if a walljump happened this frame More... | |
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 walljump Animator parameters : WallJumping (bool)
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protectedvirtual |
Every frame, we chack if we're pressing the jump button
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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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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On start, we store our characterJump component
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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delegate void MoreMountains.CorgiEngine.CharacterWalljump.OnWallJumpDelegate | ( | ) |
a delegate you can listen to to do something when a walljump happens
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On ProcessAbility, we reset our number of wall jumps if needed
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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On reset ability, we cancel all the changes made
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Resets the amount of walljumps left
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At the end of each cycle, we send our character's animator the current walljumping status
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Performs a walljump if the conditions are met
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bool MoreMountains.CorgiEngine.CharacterWalljump.AllowCoyoteTime = false |
whether or not to autorize wall jumps in a buffer duration after the character has exited the wall clinging state
float MoreMountains.CorgiEngine.CharacterWalljump.CoyoteTimeDuration = 0.2f |
the duration (in seconds) during which a wall jump should still be allowed after having left the wall clinging state
bool MoreMountains.CorgiEngine.CharacterWalljump.ForceFlipTowardsDirection = false |
if this is true, the character will be forced to flip towards the jump direction on the jump frame
ForceModes MoreMountains.CorgiEngine.CharacterWalljump.ForceMode = ForceModes.AddForce |
the selected force mode
bool MoreMountains.CorgiEngine.CharacterWalljump.LimitNumberOfWalljumps = false |
if this is true, number of consecutive walljumps will be limited to MaximumNumberOfWalljumps
int MoreMountains.CorgiEngine.CharacterWalljump.MaximumNumberOfWalljumps = 3 |
the maximum number of walljumps allowed
int MoreMountains.CorgiEngine.CharacterWalljump.NumberOfWalljumpsLeft |
the amount of walljumps left at this time
OnWallJumpDelegate MoreMountains.CorgiEngine.CharacterWalljump.OnWallJump |
bool MoreMountains.CorgiEngine.CharacterWalljump.ShouldReduceNumberOfJumpsLeft = true |
if this is true, walljumps count as regular (non wall) jump to decrease the number of jumps left
Vector2 MoreMountains.CorgiEngine.CharacterWalljump.WallJumpForce = new Vector2(10,4) |
the force of a walljump
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getset |
returns true if a walljump happened this frame