platformer
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Melee attack More...
Classes | |
class | MeleeDamage |
Melee Damage data More... | |
Public Member Functions | |
override void | OnEnable () |
Setup damageAreas and listen input More... | |
override void | OnDisable () |
remove input listeners More... | |
void | OnActionDown (string _action) |
input.onActionDown callabck More... | |
void | OnActionUp (string _action) |
input.onActionUp callabck More... | |
void | Clear () |
Disable all areas More... | |
override void | GainControl (float delta) |
EnterState More... | |
override void | LoseControl (float delta) |
ExitState More... | |
override int | WantsToUpdate (float delta) |
attackHeld & and previous attack ended More... | |
override void | PerformAction (float delta) |
Do your action here. More... | |
override PostUpdateActions | GetPostUpdateActions () |
Return what to do next. More... | |
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override void | OnEnable () |
Create Delays More... | |
override void | OnDisable () |
Dispose Delays More... | |
override void | GainControl (float delta) |
Start action! More... | |
void | Interrupt (bool resetCooldown) |
interrupt current action More... | |
bool | IsCasting () |
in castTime? More... | |
bool | IsActionInProgress () |
after castTime, in durationTime? More... | |
bool | IsDone () |
attack ended More... | |
bool | IsCooldown () |
Can perform action? More... | |
override int | WantsToUpdate (float delta) |
Tells the character we want to take control More... | |
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void | Reset () |
Try to set character & input from parent nodes More... | |
Public Attributes | |
string | forceAnimation = "" |
Set forceAnimation at character if not empty More... | |
MeleeDamage [] | damageAreas = new MeleeDamage[1] |
List of Damage areas, something like moving hitboxes More... | |
string | action = "Attack" |
Input action name More... | |
CharacterStatesCheck | characterState |
Combo to check character state More... | |
int | priority = 20 |
Action priority More... | |
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float | castTime = 0 |
Casting time More... | |
float | durationTime = 1.0f |
Action duration More... | |
float | cooldownTime = 3.0f |
Action/Animation duration More... | |
Action | onInterrupt |
Notify action is interrupted More... | |
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Character | character |
Target character that will be affected by this movement More... | |
PlatformerInput | input |
Input to listen More... | |
Action | onGrainControl |
Callback when this movement WantsToUpdate and has highest priority. More... | |
Action | onLoseControl |
Callback when this movement don't WantsToUpdate or another movement has higher priority More... | |
Protected Attributes | |
bool | attackHeld = false |
listen action input events More... | |
float | startTime = 0.0f |
When attack started More... | |
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Delay | casting |
castTime in frames More... | |
Delay | inprogress |
durationTime in frames More... | |
Delay | cooldown |
cooldownTime in frames More... | |
CharacterActionTimedState | state = CharacterActionTimedState.Ready |
Current action state More... | |
Melee attack
NOTE Can't be interrupted atm
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inline |
Disable all areas
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inlinevirtual |
EnterState
Reimplemented from UnityPlatformer.CharacterAction.
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inlinevirtual |
Return what to do next.
By default should be: APPLY_GRAVITY | WORLD_COLLISIONS
Implements UnityPlatformer.CharacterAction.
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inlinevirtual |
ExitState
Reimplemented from UnityPlatformer.CharacterAction.
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inline |
input.onActionDown callabck
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inline |
input.onActionUp callabck
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inlinevirtual |
remove input listeners
Reimplemented from UnityPlatformer.CharacterAction.
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inlinevirtual |
Setup damageAreas and listen input
Reimplemented from UnityPlatformer.CharacterAction.
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inlinevirtual |
Do your action here.
Implements UnityPlatformer.CharacterAction.
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inlinevirtual |
attackHeld & and previous attack ended
TODO REVIEW continous attack ?
Implements UnityPlatformer.CharacterAction.
string UnityPlatformer.CharacterActionMelee.action = "Attack" |
Input action name
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protected |
listen action input events
CharacterStatesCheck UnityPlatformer.CharacterActionMelee.characterState |
Combo to check character state
MeleeDamage [] UnityPlatformer.CharacterActionMelee.damageAreas = new MeleeDamage[1] |
List of Damage areas, something like moving hitboxes
string UnityPlatformer.CharacterActionMelee.forceAnimation = "" |
Set forceAnimation at character if not empty
int UnityPlatformer.CharacterActionMelee.priority = 20 |
Action priority
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protected |
When attack started