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Platformer Pro
2.3.2
A platform game kit for Unity.
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Activation groups provide a set of ID's that can be turned on of off (activated or deactivated). The state of these can be used to drive things like the active weapon, or character powers More...
Public Member Functions | |
virtual bool | IsActive (string itemId) |
Returns true if given item is activated. More... | |
virtual List< string > | AllItems () |
Gets a list of all items. Note this creates a new list so should not be used every frame. More... | |
virtual List< string > | AllActiveItems () |
Gets a list of all active items. Note this creates a new list so should not be used every frame. More... | |
virtual bool | Activate (string itemId) |
Activate the specified itemId. More... | |
virtual void | Next () |
Activates the next item in the group (only if onlyOneActive == true). Takes in to account conditions such as inventory, so if item 1 is active and there is no ammo for item 2 , calling Next() will move on to item 3. More... | |
virtual void | Previous () |
Activates the previous item in the group (only if onlyOneActive == true). Takes in to account conditions such as inventory, so if item 3 is active and there is no ammo for item 2 , calling previous() will move on to item 1. More... | |
virtual bool | Deactivate (string itemId) |
Deactivate the specified itemId. More... | |
virtual void | Reset () |
override void | ApplySaveData (object t) |
Applies the save data to the object. More... | |
override System.Type | SavedObjectType () |
Get the type of object this Persistable saves. More... | |
override void | ResetSaveData () |
Resets the save data back to default. More... | |
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virtual System.Type[] | GetExtraTypes () |
Support complex object serialisation by passing additional types to seralizer. More... | |
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virtual void | Validate (PlatformerProMonoBehaviour myTarget) |
Override this method if you want to provide custom validation. The actual code should be surrounded by the if UNITY_EDITOR / endif directive. More... | |
Public Attributes | |
string | groupName |
Unique name for this group. More... | |
bool | onlyOneActive |
Does this group only allow one item to be active at a time. More... | |
bool | sendActivationEventsOnLoad |
If true send events indicating activation when the data is loaded. If false don't. More... | |
bool | requireMatchingItem |
If true the activation items must match an item in the ItemManager or they will not be activatable. More... | |
string | defaultItem |
If not empty the matching item will be activated by default. More... | |
List< string > | items |
The list of items in this group. More... | |
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bool | usePersistenceDefaults = true |
Should we use the persistence defaults or override with our own values. More... | |
bool | enablePersistence = true |
Should we enable persistence. More... | |
bool | saveOnAnyChange |
Save whenever this value changes (Note: not supported by all objects). More... | |
PersistenceResetType | persistenceType |
When do we reset persistence? More... | |
Static Public Attributes | |
const string | UniqueDataIdentifier = "ActivationGroupData" |
The player preference identifier. More... | |
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const string | BasePlayerPrefId = "PP.Persistent." |
The base player preference identifier. More... | |
Protected Member Functions | |
virtual void | OnActivated (string itemId) |
Raises the activated event. More... | |
virtual void | OnDeactivated (string itemId) |
Raises the deactivated event. More... | |
virtual void | OnAllActivated () |
Raises the all activated event. More... | |
virtual void | Init () |
Init this instance. More... | |
virtual void | HandleCharacterLoaded (object sender, CharacterEventArgs e) |
Handles the character loaded event. More... | |
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virtual void | OnLoaded () |
Raises the loaded event. More... | |
virtual void | ConfigureEventListeners () |
Init this instance. More... | |
virtual void | DoPendingSaves (object sender, PersistenceEventArgs e) |
Trigger any pending saves. More... | |
virtual void | PhaseChange (object sender, GamePhaseEventArgs e) |
Handle a change of game phase, look for persistence event and apply. More... | |
virtual void | HandleRespawn (object sender, CharacterEventArgs e) |
Handle a change of game phase, look for persistence event and apply. More... | |
virtual void | HandleWillExitScene (object sender, SceneEventArgs e) |
Handles the will exit scene event More... | |
virtual void | HandleGameOver (object sender, CharacterEventArgs e) |
Handles the game over event More... | |
virtual void | HandleDied (object sender, DamageInfoEventArgs e) |
Handles the died event. More... | |
Protected Attributes | |
List< string > | activeItems |
The items currently active. More... | |
Character | character |
Cached reference to character if we can find one. More... | |
ItemManager | itemManager |
Cached reference to item manager used when requireMatchingItem is true. More... | |
PlatformerProGameManager | characterLoader |
Cached reference to a character loader. More... | |
List< string > | itemsToDeactivate |
A list of items to deactive when we operate in 'only one' mode. Used to avoid creating a new list each time this is called. More... | |
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bool | loaded |
Have we loaded the data yet? More... | |
bool | readyToSave |
Are we ready to save on the next save tick? More... | |
Persistable | latestSaveData |
Data to save when we trigger the next save tick. More... | |
Properties | |
override Character | Character [get, set] |
Gets the character. More... | |
override object | SaveData [get] |
Gets the data to save. More... | |
override string | Identifier [get] |
Get a unique identifier to use when saving the data (for example this could be used for part of the file name or player prefs name). More... | |
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virtual string | PlayerPrefsIdentifier [get] |
The player preference identifier. More... | |
virtual bool | EnablePersistence [get] |
Gets the value for persistence type taking in to account defaults. More... | |
virtual PersistenceResetType | PersistenceType [get] |
Gets the value for persistence type taking in to account defaults. More... | |
virtual bool | SaveOnChange [get] |
Gets the value for save on change type taking in to account defaults. More... | |
abstract Character | Character [get, set] |
Gets the character. More... | |
abstract object | SaveData [get] |
Gets the data to save. More... | |
abstract string | Identifier [get] |
Get a unique identifier to use when saving the data (for example this could be used for part of the file name or player prefs name). More... | |
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virtual string | Header [get] |
Gets the header string used to describe the component. More... | |
virtual string | DocLink [get] |
Gets a link to documentation site. More... | |
virtual string | VideoLink [get] |
Gets a link to a youtube video. More... | |
virtual string | Deprecated [get] |
If non-null this component is deprecated. The string shows a message indicating how it should be replaced. More... | |
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Character | Character [get, set] |
Get the character. More... | |
Events | |
System.EventHandler< ActivationEventArgs > | Activated |
Item activated. More... | |
System.EventHandler< ActivationEventArgs > | Deactivated |
Item deactivated. More... | |
System.EventHandler< ActivationEventArgs > | AllActivated |
All items activated. More... | |
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System.EventHandler< EmptyEventArgs > | Loaded |
Sent when this persistable is loaded. More... | |
Additional Inherited Members | |
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static void | Save (Persistable p) |
Save the given persistable. More... | |
static void | SaveXml (Persistable p) |
Save the given persistable in XML format. More... | |
static void | SaveBinary (Persistable p) |
Save the given persistable in XML format. More... | |
static void | Load (Persistable p) |
Load the given persistable. More... | |
static void | Reset (Persistable p) |
Resets the given persistable. More... | |
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static object | LoadSavedDataXml (Persistable p) |
Does the actual load and returns raw object. More... | |
static object | LoadSavedDataBinary (Persistable p) |
Does the actual load and returns raw object. More... | |
Activation groups provide a set of ID's that can be turned on of off (activated or deactivated). The state of these can be used to drive things like the active weapon, or character powers
They have some overlap with power-ups but unlike power-ups the group and items have no behaviour.
Becasue Activation groups DO NOT need to be attached to a character they can also be used to drive custom puzzle state.
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Activate the specified itemId.
itemId | Item identifier. |
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Gets a list of all active items. Note this creates a new list so should not be used every frame.
itemId | Item identifier. |
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Gets a list of all items. Note this creates a new list so should not be used every frame.
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Applies the save data to the object.
Implements PlatformerPro.Persistable.
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Deactivate the specified itemId.
itemId | Item identifier. |
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protectedvirtual |
Handles the character loaded event.
sender | Sender. |
e | Event. |
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protectedvirtual |
Init this instance.
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Returns true if given item is activated.
itemId | Item identifier. |
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Activates the next item in the group (only if onlyOneActive == true). Takes in to account conditions such as inventory, so if item 1 is active and there is no ammo for item 2 , calling Next() will move on to item 3.
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protectedvirtual |
Raises the activated event.
itemId | Item identifier. |
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protectedvirtual |
Raises the all activated event.
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protectedvirtual |
Raises the deactivated event.
itemId | Item identifier. |
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Activates the previous item in the group (only if onlyOneActive == true). Takes in to account conditions such as inventory, so if item 3 is active and there is no ammo for item 2 , calling previous() will move on to item 1.
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virtual |
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Resets the save data back to default.
Implements PlatformerPro.Persistable.
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Get the type of object this Persistable saves.
Implements PlatformerPro.Persistable.
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protected |
The items currently active.
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protected |
Cached reference to character if we can find one.
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Cached reference to a character loader.
string PlatformerPro.ActivationGroup.defaultItem |
If not empty the matching item will be activated by default.
string PlatformerPro.ActivationGroup.groupName |
Unique name for this group.
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protected |
Cached reference to item manager used when requireMatchingItem is true.
List<string> PlatformerPro.ActivationGroup.items |
The list of items in this group.
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protected |
A list of items to deactive when we operate in 'only one' mode. Used to avoid creating a new list each time this is called.
bool PlatformerPro.ActivationGroup.onlyOneActive |
Does this group only allow one item to be active at a time.
bool PlatformerPro.ActivationGroup.requireMatchingItem |
If true the activation items must match an item in the ItemManager or they will not be activatable.
bool PlatformerPro.ActivationGroup.sendActivationEventsOnLoad |
If true send events indicating activation when the data is loaded. If false don't.
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static |
The player preference identifier.
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getset |
Gets the character.
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get |
Get a unique identifier to use when saving the data (for example this could be used for part of the file name or player prefs name).
The identifier.
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get |
Gets the data to save.
System.EventHandler<ActivationEventArgs> PlatformerPro.ActivationGroup.Activated |
Item activated.
System.EventHandler<ActivationEventArgs> PlatformerPro.ActivationGroup.AllActivated |
All items activated.
System.EventHandler<ActivationEventArgs> PlatformerPro.ActivationGroup.Deactivated |
Item deactivated.