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Platformer Pro
2.3.2
A platform game kit for Unity.
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Public Member Functions | |
override void | GainControl () |
Called when the movement gets control. Typically used to do initialisation of velocity and the like. More... | |
override void | DoJump () |
Do the jump. More... | |
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override bool | WantsAirControl () |
Gets a value indicating whether this movement wants to control the movement in the air. Default is false with movement falling back to default air. Override if you want control. More... | |
override bool | WantsJump () |
Gets a value indicating whether this movement wants to intiate the jump. More... | |
override void | DoMove () |
Moves the character. More... | |
override Movement | Init (Character character, MovementVariable[] movementData) |
Initialise the movement with the given movement data. More... | |
override bool | ForceMaintainControl () |
If the jump just started force control. More... | |
override void | LosingControl () |
Called when the movement loses control. Reset the jump count. More... | |
override void | DoOverridenJump (float newHeight, int newJumpCount, bool skipPowerUps=false) |
Do the jump with overriden height and jumpCount. More... | |
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virtual void | DoOverridenMove (bool moveInX, bool moveInY, float xInput, ButtonState runButton) |
Partially moves the character. A lot of movements (e.g. wall movements) require partial air movement. This allows them to use the air movement instead of re-implementing the movement. More... | |
virtual float | GetSpeed (float baseSpeed) |
Gets the air speed. More... | |
virtual float | GetRunSpeed (float baseRunSpeed) |
Gets the run speed. More... | |
virtual float | GetAcceleration (float baseAcceleration) |
Gets the acceleration. More... | |
virtual float | GetJumpHeightOrForce (float baseHeight) |
Gets the jump height or the jump force. More... | |
virtual float | GetDoubleJumpHeightOrForce (float baseHeight) |
Gets the double jump height or the double jump force. More... | |
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sealed override Movement | Init (Character character) |
Initialise this movement. More... | |
bool | IsMovementDataDifferent (MovementVariable[] originalMovementData) |
Determines whether this instances movement data is different from the supplied originalMovementData. More... | |
Protected Member Functions | |
override void | MoveInX (float horizontalAxis, int horizontalAxisDigital, ButtonState runButton) |
Does the X movement. More... | |
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override void | MoveInY () |
Do the Y movement. More... | |
override void | HandleGravityFlipped (object sender, System.EventArgs e) |
Handles the gravity being flipped. More... | |
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virtual void | AddGravityFlipHandler () |
Add handler for the gravity flip event More... | |
Protected Attributes | |
int | facingDirection |
Direction we are facing. More... | |
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float | initialVelocity |
Derived initial velocity based on jumpHeight and relativeGravity. More... | |
float | readyToJumpTimer |
Character can only jump if this timer is less than zero. More... | |
bool | jumpStart |
True before the jump leaves the ground. More... | |
bool | showJumpStartedAnimation |
Ensure we play the jump start animation. More... | |
int | jumpCount |
Jump count, set to 0 while not jumping, 1 while jumping, 2 while double More... | |
float | doubleJumpInitialVelocity |
Derived initial velocity based on doubleJumpHeight and time. More... | |
bool | jumpWhenButtonHeld |
Automatically jump when the character holds the jump button down. More... | |
float | expectedJumpPeak |
Where we expect the jump to peak. More... | |
bool | jumpButtonReleased |
For double track if the jump button has been released. We don't double jump if the user just holds jump. More... | |
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FlippableGravity | flippableGravity |
Cached reference to a flippable gravity. More... | |
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Movement | implementation |
The class that will do the movement. More... | |
string | movementType |
The type of movement as a string. More... | |
MovementVariable[] | movementData |
Data that should be applied to the movement type on init. More... | |
Properties | |
new static MovementInfo | Info [get] |
Static movement info used by the editor. More... | |
override int | FacingDirection [get] |
Returns the direction the character is facing. 0 for none, 1 for right, -1 for left. This overriden version always returns the input direction. More... | |
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new static MovementInfo | Info [get] |
Static movement info used by the editor. More... | |
override bool | ShouldApplyGravity [get] |
This class will handle gravity internally. More... | |
override float | CurrentGravity [get] |
Gets a value indicating the current gravity, only used if this movement doesn't apply the default gravity.
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override AnimationState | AnimationState [get] |
Gets the animation state that this movement wants to set. More... | |
override int | AnimationPriority [get] |
Gets the priority for the animation state. More... | |
override int | FacingDirection [get] |
Returns the direction the character is facing. 0 for none, 1 for right, -1 for left. This overriden version always returns the input direction. More... | |
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new static MovementInfo | Info [get] |
Static movement info used by the editor. More... | |
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virtual string | MovementType [get, set] |
The type of movement as a string. More... | |
virtual MovementVariable[] | MovementData [get, set] |
Data that should be applied to the movement type on init. More... | |
new static MovementInfo | Info [get] |
Static movement info used by the editor. More... | |
override bool | Enabled [get, set] |
A custom enable which base movements can use to pass on enable values. More... | |
override Movement | Implementation [get] |
Gets the underlying implementation. More... | |
Additional Inherited Members | |
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float | airSpeed |
The (horizontal) speed the character moves at in the air. More... | |
float | jumpHeight |
How high the character jumps. More... | |
float | relativeJumpGravity |
The gravity applied during jump (relative to the characters Gravity component). More... | |
float | groundedLeeway |
After the user leaves the ground how much additional time do we give the user to press jump and still consider them grounded. More... | |
bool | canDoubleJump |
Can the character double jump. More... | |
float | doubleJumpHeight |
How high the character jumps on a double jump. More... | |
int | maxDoubleJumpCount |
How many times the character can double jump. -1 means infinite. More... | |
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const float | DefaultAirSpeed = 5.0f |
The default air speed. More... | |
const float | DefaultJumpHeight = 2.0f |
The default height of the jump. More... | |
const float | DefaultRelativeJumpGravity = 1.0f |
The default relative jump gravity. More... | |
const float | DefaultGroundedLeeway = 0.1f |
The default grounded leeway. More... | |
const bool | DefaultCanDoubleJump = false |
The default can double jump value. More... | |
const float | DefaultDoubleJumpHeight = 2.0f |
The default height of the double jump. More... | |
const int | AirSpeedIndex = 0 |
The index for the air speed value in the movement data. More... | |
const int | JumpHeightIndex = 1 |
The index for the air speed value in the movement data. More... | |
const int | JumpCurveIndex = 2 |
The index for the jump curve value in the movement data. More... | |
const int | ShowJumpDetailsIndex = 3 |
The index for the value of show jumped details. Only used by editor. More... | |
const int | JumpRelativeGravityIndex = 4 |
The index for the relative jump gravity in the movement data. More... | |
const int | GroundedLeewayIndex = 5 |
The index for the ground leeway in the movement data. More... | |
const int | CanDoubleJumpIndex = 6 |
The index for can double jump in the movement data. More... | |
const int | DoubleJumpHeightIndex = 7 |
The index for the double jump height in the movement data. More... | |
const int | JumpWhenButtonHeldIndex = 8 |
The index for the Jump When Button Held in the movement data. More... | |
const int | MaxDoubleJumpCountIndex = 9 |
The index for the Max Double Jump Count in the movement data. More... | |
const int | MovementVariableCount = 10 |
The size of the movement variable array. More... | |
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virtual |
Do the jump.
Reimplemented from PlatformerPro.AirMovement_Digital.
override void AirMovement_DigitalInFacingDirection.GainControl | ( | ) |
Called when the movement gets control. Typically used to do initialisation of velocity and the like.
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protectedvirtual |
Does the X movement.
Reimplemented from PlatformerPro.AirMovement_Digital.
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protected |
Direction we are facing.
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get |
Returns the direction the character is facing. 0 for none, 1 for right, -1 for left. This overriden version always returns the input direction.
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staticget |
Static movement info used by the editor.