Feel 5.9
The best way to improve your game's feel and make it extra juicy
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MoreMountains.Feel.Barbarian Class Reference

A simple class controlling the hero character in the Barbarians demo scene It simulates a very simple character controller in an ARPG game. More...

Inheritance diagram for MoreMountains.Feel.Barbarian:

Public Attributes

float CooldownDuration = 0.1f
 a duration, in seconds, between two attacks, during which attacks are prevented
MMFeedbacks AttackFeedback
 a feedback to call when the attack starts
MMFeedbacks IndividualAttackFeedback
 a feedback to call when each individual attack phase starts
MMFeedbacks DeniedFeedback
 a feedback to call when trying to attack while in cooldown
MMTween.MMTweenCurve AttackCurve = MMTween.MMTweenCurve.EaseInOutOverhead
 a curve on which to move the character when it attacks
float AttackDuration = 2.5f
 the duration of the attack in seconds
float AttackPositionOffset = 0.3f
 an offset at which to attack enemies
float IntervalDecrement = 0.1f
 a duration by which to reduce movement duration after every attack (making each attack faster than the previous one)

Protected Member Functions

virtual void Awake ()
 On Awake we store our initial position.
virtual void Update ()
 On Update we look for input.
virtual void LookAtTarget ()
 Makes the character look at the target it's attacking.
virtual void HandleInput ()
 Detects input.
virtual void Attack ()
 Performs an attack if possible, otherwise plays a denied feedback.
virtual void AcquireTargets ()
 Finds targets around the Barbarian and stores them.
virtual IEnumerator AttackCoroutine ()
 A coroutine used to move to each stored target to attack them.
virtual void OnTriggerEnter (Collider other)
 When we collide with an enemy, we apply damage to it.

Protected Attributes

List< Vector3 > _targets
float _lastAttackStartedAt = -100f
Vector3 _initialPosition
Vector3 _initialLookAtTarget
Vector3 _lookAtTarget
BarbarianEnemy _enemy

Detailed Description

A simple class controlling the hero character in the Barbarians demo scene It simulates a very simple character controller in an ARPG game.

Member Function Documentation

◆ AcquireTargets()

virtual void MoreMountains.Feel.Barbarian.AcquireTargets ( )
protectedvirtual

Finds targets around the Barbarian and stores them.

◆ Attack()

virtual void MoreMountains.Feel.Barbarian.Attack ( )
protectedvirtual

Performs an attack if possible, otherwise plays a denied feedback.

◆ AttackCoroutine()

virtual IEnumerator MoreMountains.Feel.Barbarian.AttackCoroutine ( )
protectedvirtual

A coroutine used to move to each stored target to attack them.

Returns

◆ Awake()

virtual void MoreMountains.Feel.Barbarian.Awake ( )
protectedvirtual

On Awake we store our initial position.

◆ HandleInput()

virtual void MoreMountains.Feel.Barbarian.HandleInput ( )
protectedvirtual

Detects input.

◆ LookAtTarget()

virtual void MoreMountains.Feel.Barbarian.LookAtTarget ( )
protectedvirtual

Makes the character look at the target it's attacking.

◆ OnTriggerEnter()

virtual void MoreMountains.Feel.Barbarian.OnTriggerEnter ( Collider other)
protectedvirtual

When we collide with an enemy, we apply damage to it.

Parameters
other

◆ Update()

virtual void MoreMountains.Feel.Barbarian.Update ( )
protectedvirtual

On Update we look for input.

Member Data Documentation

◆ _enemy

BarbarianEnemy MoreMountains.Feel.Barbarian._enemy
protected

◆ _initialLookAtTarget

Vector3 MoreMountains.Feel.Barbarian._initialLookAtTarget
protected

◆ _initialPosition

Vector3 MoreMountains.Feel.Barbarian._initialPosition
protected

◆ _lastAttackStartedAt

float MoreMountains.Feel.Barbarian._lastAttackStartedAt = -100f
protected

◆ _lookAtTarget

Vector3 MoreMountains.Feel.Barbarian._lookAtTarget
protected

◆ _targets

List<Vector3> MoreMountains.Feel.Barbarian._targets
protected

◆ AttackCurve

MMTween.MMTweenCurve MoreMountains.Feel.Barbarian.AttackCurve = MMTween.MMTweenCurve.EaseInOutOverhead

a curve on which to move the character when it attacks

◆ AttackDuration

float MoreMountains.Feel.Barbarian.AttackDuration = 2.5f

the duration of the attack in seconds

◆ AttackFeedback

MMFeedbacks MoreMountains.Feel.Barbarian.AttackFeedback

a feedback to call when the attack starts

◆ AttackPositionOffset

float MoreMountains.Feel.Barbarian.AttackPositionOffset = 0.3f

an offset at which to attack enemies

◆ CooldownDuration

float MoreMountains.Feel.Barbarian.CooldownDuration = 0.1f

a duration, in seconds, between two attacks, during which attacks are prevented

◆ DeniedFeedback

MMFeedbacks MoreMountains.Feel.Barbarian.DeniedFeedback

a feedback to call when trying to attack while in cooldown

◆ IndividualAttackFeedback

MMFeedbacks MoreMountains.Feel.Barbarian.IndividualAttackFeedback

a feedback to call when each individual attack phase starts

◆ IntervalDecrement

float MoreMountains.Feel.Barbarian.IntervalDecrement = 0.1f

a duration by which to reduce movement duration after every attack (making each attack faster than the previous one)


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/feel/Assets/Feel/FeelDemos/Barbarians/Scripts/Barbarian.cs