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Platformer Pro
2.3.2
A platform game kit for Unity.
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Air movement which delays jump until a timer goes off and then gives control to the deault jump. Cannot be the default jump. More...
Public Member Functions | |
override bool | WantsJump () |
Gets a value indicating whether this movement wants to intiate the jump. More... | |
override void | DoJump () |
Do the jump. More... | |
override void | DoMove () |
Moves the character. More... | |
override string | PostInitValidation () |
Called after initialisation to check if this movement is configured correctly. Typically used to stop wrapper movements being the default and ending up in infinite loops. 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 | GainControl () |
Called when the movement gets control. Typically used to do initialisation of velocity and the like. More... | |
override void | DoOverridenJump (float newHeight, int newJumpCount, bool skipPowerUps=false) |
For overriden jump don't delay More... | |
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virtual 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... | |
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... | |
Public Attributes | |
float | jumpDelay |
Amount of time the jump is delayed for More... | |
bool | useJumpAnimationOnly |
Should we always set JUMP as the animation state or should we set the underlying animation state from the default air movement. More... | |
Protected Attributes | |
float | jumpTimer |
The jump timer. More... | |
bool | controlChecked |
Keep track of the current control state. More... | |
bool | shouldJump |
True when we should trigger jump next frame. More... | |
bool | hasJumped |
True the frame that jump started. 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... | |
Static Protected Attributes | |
const int | JumpDelayIndex = 0 |
The index for the air speed value in the movement data. More... | |
const int | JumpAnimationOnlyIndex = 1 |
The index of the jump animation only variable in the movement data. More... | |
const int | MovementVariableCount = 2 |
The size of the movement variable array. More... | |
Properties | |
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 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... | |
override VelocityType | VelocityType [get] |
How does this movement use Velocity. More... | |
override bool | ShouldDoRotations [get] |
Gets a value indicating whether this PlatformerPro.Movement expects the rotations to be calculated and applied by the character. More... | |
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... | |
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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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virtual void | MoveInX (float horizontalAxis, int horizontalAxisDigital, ButtonState runButton) |
Moves in x. More... | |
virtual void | MoveInY () |
Moves in y. More... | |
virtual void | AddGravityFlipHandler () |
Add handler for the gravity flip event More... | |
virtual void | HandleGravityFlipped (object sender, System.EventArgs e) |
Handles the gravity being flipped. More... | |
Air movement which delays jump until a timer goes off and then gives control to the deault jump. Cannot be the default jump.
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virtual |
Do the jump.
Reimplemented from PlatformerPro.AirMovement.
override void PlatformerPro.AirMovement_DelayedJump.DoMove | ( | ) |
Moves the character.
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virtual |
For overriden jump don't delay
Reimplemented from PlatformerPro.AirMovement.
override bool PlatformerPro.AirMovement_DelayedJump.ForceMaintainControl | ( | ) |
If the jump just started force control.
override void PlatformerPro.AirMovement_DelayedJump.GainControl | ( | ) |
Called when the movement gets control. Typically used to do initialisation of velocity and the like.
override Movement PlatformerPro.AirMovement_DelayedJump.Init | ( | Character | character, |
MovementVariable[] | movementData | ||
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override void PlatformerPro.AirMovement_DelayedJump.LosingControl | ( | ) |
Called when the movement loses control. Reset the jump count.
override string PlatformerPro.AirMovement_DelayedJump.PostInitValidation | ( | ) |
Called after initialisation to check if this movement is configured correctly. Typically used to stop wrapper movements being the default and ending up in infinite loops.
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virtual |
Gets a value indicating whether this movement wants to intiate the jump.
true
ijumpTimerf this instance should jump; otherwise, false
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Reimplemented from PlatformerPro.AirMovement.
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protected |
Keep track of the current control state.
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protected |
True the frame that jump started.
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staticprotected |
The index of the jump animation only variable in the movement data.
float PlatformerPro.AirMovement_DelayedJump.jumpDelay |
Amount of time the jump is delayed for
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staticprotected |
The index for the air speed value in the movement data.
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protected |
The jump timer.
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staticprotected |
The size of the movement variable array.
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protected |
True when we should trigger jump next frame.
bool PlatformerPro.AirMovement_DelayedJump.useJumpAnimationOnly |
Should we always set JUMP as the animation state or should we set the underlying animation state from the default air movement.
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get |
Gets the priority for the animation state.
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get |
Gets the animation state that this movement wants to set.
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get |
Gets a value indicating the current gravity, only used if this movement doesn't apply the default gravity.
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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.
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get |
This class will handle gravity internally.
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get |
Gets a value indicating whether this PlatformerPro.Movement expects the rotations to be calculated and applied by the character.
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get |
How does this movement use Velocity.