Platformer Pro  2.3.2
A platform game kit for Unity.
PlatformerPro.AirMovement_VariableDoubleJumpOnly Class Reference

An air movement that has a variable height jump but only works when already in the air. More...

Inheritance diagram for PlatformerPro.AirMovement_VariableDoubleJumpOnly:
PlatformerPro.AirMovement PlatformerPro.BaseMovement< AirMovement >

Public Member Functions

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 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 ForceMaintainControl ()
 If the jump just started force control. More...
 
override void LosingControl ()
 Called when the movement loses control. Override to do any reset type actions. More...
 
override void DoJump ()
 Do the jump by translating and applying velocity. More...
 
override void DoOverridenJump (float newHeight, int ignoredJumpCount, bool skipPowerUps=false)
 Do the jump with overriden height and jumpCount. More...
 
- Public Member Functions inherited from PlatformerPro.AirMovement
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...
 
- Public Member Functions inherited from PlatformerPro.BaseMovement< AirMovement >
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 airSpeed
 The (horizontal) speed the character moves at in the air. More...
 
float minJumpHeight
 Smallest height the character can jump More...
 
float maxJumpHeight
 Largest height the character can jump. More...
 
float maxJumpAccelerationTime
 How long the character has to hold the jump button to jump the max height. 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 jumpWhenButtonHeld
 Automatically jump when the character holds the jump button down. More...
 

Protected Member Functions

override void MoveInX (float horizontalAxis, int horizontalAxisDigital, ButtonState runButton)
 Do the X movement. More...
 
override void MoveInY ()
 Do the Y movement. More...
 
- Protected Member Functions inherited from PlatformerPro.AirMovement
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...
 

Protected Attributes

float initialVelocity
 Derived initial velocity based on minJumpHeight 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...
 
float jumpHeldTimer
 Times how long player has held Jump button. More...
 
float startingYPosition
 Track where the last jump started so we can calculate speed that should be set each frame. More...
 
float actualMaxJumpHeight
 The actual height of the max jump this can change when for example we get an overriden jump from something like a springbaord platform. More...
 
int jumpCount
 The jump count. More...
 
- Protected Attributes inherited from PlatformerPro.AirMovement
FlippableGravity flippableGravity
 Cached reference to a flippable gravity. More...
 
- Protected Attributes inherited from PlatformerPro.BaseMovement< AirMovement >
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 float DefaultAirSpeed = 5.0f
 The default air speed. More...
 
const float DefaultMinJumpHeight = 0.75f
 The default min height of the jump. More...
 
const float DefaultMaxJumpHeight = 2.5f
 The default max height of the jump. More...
 
const float DefaultRelativeJumpGravity = 1.5f
 The default relative jump gravity. More...
 
const float DefaultGroundedLeeway = 0.1f
 The default grounded leeway. More...
 
const float DefaultMaxJumpAccelerationTime = 0.25f
 The default max jump acceleration time. More...
 
const int AirSpeedIndex = 0
 The index for the air speed value in the movement data. More...
 
const int MinJumpHeightIndex = 1
 The index for the min jump height in the movement data. More...
 
const int MaxJumpHeightIndex = 2
 The index for the max jump height in the movement data. More...
 
const int MaxJumpAccelerationTimeIndex = 3
 The index for the Max Jump Accereration in the movement data. 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 JumpWhenButtonHeldIndex = 6
 The index for the Jump When Button Held in the movement data. More...
 
const int MovementVariableCount = 7
 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.

See also
ShouldApplyGravity()
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...
 
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...
 
- Properties inherited from PlatformerPro.AirMovement
new static MovementInfo Info [get]
 Static movement info used by the editor. More...
 
- Properties inherited from PlatformerPro.BaseMovement< AirMovement >
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...
 

Detailed Description

An air movement that has a variable height jump but only works when already in the air.

Member Function Documentation

◆ DoJump()

override void PlatformerPro.AirMovement_VariableDoubleJumpOnly.DoJump ( )
virtual

Do the jump by translating and applying velocity.

Reimplemented from PlatformerPro.AirMovement.

◆ DoMove()

override void PlatformerPro.AirMovement_VariableDoubleJumpOnly.DoMove ( )

Moves the character.

◆ DoOverridenJump()

override void PlatformerPro.AirMovement_VariableDoubleJumpOnly.DoOverridenJump ( float  newHeight,
int  ignoredJumpCount,
bool  skipPowerUps = false 
)
virtual

Do the jump with overriden height and jumpCount.

Reimplemented from PlatformerPro.AirMovement.

◆ ForceMaintainControl()

override bool PlatformerPro.AirMovement_VariableDoubleJumpOnly.ForceMaintainControl ( )

If the jump just started force control.

◆ Init()

override Movement PlatformerPro.AirMovement_VariableDoubleJumpOnly.Init ( Character  character,
MovementVariable[]  movementData 
)

Initialise the movement with the given movement data.

Parameters
characterCharacter.
movementDataMovement data.

◆ LosingControl()

override void PlatformerPro.AirMovement_VariableDoubleJumpOnly.LosingControl ( )

Called when the movement loses control. Override to do any reset type actions.

Returns
true, if control was losinged, false otherwise.

◆ MoveInX()

override void PlatformerPro.AirMovement_VariableDoubleJumpOnly.MoveInX ( float  horizontalAxis,
int  horizontalAxisDigital,
ButtonState  runButton 
)
protectedvirtual

Do the X movement.

Reimplemented from PlatformerPro.AirMovement.

◆ MoveInY()

override void PlatformerPro.AirMovement_VariableDoubleJumpOnly.MoveInY ( )
protectedvirtual

Do the Y movement.

Reimplemented from PlatformerPro.AirMovement.

◆ WantsAirControl()

override bool PlatformerPro.AirMovement_VariableDoubleJumpOnly.WantsAirControl ( )
virtual

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.

true

false

Returns
true, if air control was wantsed, false otherwise.

Reimplemented from PlatformerPro.AirMovement.

◆ WantsJump()

override bool PlatformerPro.AirMovement_VariableDoubleJumpOnly.WantsJump ( )
virtual

Gets a value indicating whether this movement wants to intiate the jump.

true if this instance should jump; otherwise, false.

Reimplemented from PlatformerPro.AirMovement.

Member Data Documentation

◆ actualMaxJumpHeight

float PlatformerPro.AirMovement_VariableDoubleJumpOnly.actualMaxJumpHeight
protected

The actual height of the max jump this can change when for example we get an overriden jump from something like a springbaord platform.

◆ airSpeed

float PlatformerPro.AirMovement_VariableDoubleJumpOnly.airSpeed

The (horizontal) speed the character moves at in the air.

◆ AirSpeedIndex

const int PlatformerPro.AirMovement_VariableDoubleJumpOnly.AirSpeedIndex = 0
staticprotected

The index for the air speed value in the movement data.

◆ DefaultAirSpeed

const float PlatformerPro.AirMovement_VariableDoubleJumpOnly.DefaultAirSpeed = 5.0f
staticprotected

The default air speed.

◆ DefaultGroundedLeeway

const float PlatformerPro.AirMovement_VariableDoubleJumpOnly.DefaultGroundedLeeway = 0.1f
staticprotected

The default grounded leeway.

◆ DefaultMaxJumpAccelerationTime

const float PlatformerPro.AirMovement_VariableDoubleJumpOnly.DefaultMaxJumpAccelerationTime = 0.25f
staticprotected

The default max jump acceleration time.

◆ DefaultMaxJumpHeight

const float PlatformerPro.AirMovement_VariableDoubleJumpOnly.DefaultMaxJumpHeight = 2.5f
staticprotected

The default max height of the jump.

◆ DefaultMinJumpHeight

const float PlatformerPro.AirMovement_VariableDoubleJumpOnly.DefaultMinJumpHeight = 0.75f
staticprotected

The default min height of the jump.

◆ DefaultRelativeJumpGravity

const float PlatformerPro.AirMovement_VariableDoubleJumpOnly.DefaultRelativeJumpGravity = 1.5f
staticprotected

The default relative jump gravity.

◆ groundedLeeway

float PlatformerPro.AirMovement_VariableDoubleJumpOnly.groundedLeeway

After the user leaves the ground how much additional time do we give the user to press jump and still consider them grounded.

◆ GroundedLeewayIndex

const int PlatformerPro.AirMovement_VariableDoubleJumpOnly.GroundedLeewayIndex = 5
staticprotected

The index for the ground leeway in the movement data.

◆ initialVelocity

float PlatformerPro.AirMovement_VariableDoubleJumpOnly.initialVelocity
protected

Derived initial velocity based on minJumpHeight and relativeGravity.

◆ jumpCount

int PlatformerPro.AirMovement_VariableDoubleJumpOnly.jumpCount
protected

The jump count.

◆ jumpHeldTimer

float PlatformerPro.AirMovement_VariableDoubleJumpOnly.jumpHeldTimer
protected

Times how long player has held Jump button.

◆ JumpRelativeGravityIndex

const int PlatformerPro.AirMovement_VariableDoubleJumpOnly.JumpRelativeGravityIndex = 4
staticprotected

The index for the relative jump gravity in the movement data.

◆ jumpStart

bool PlatformerPro.AirMovement_VariableDoubleJumpOnly.jumpStart
protected

True before the jump leaves the ground.

◆ jumpWhenButtonHeld

bool PlatformerPro.AirMovement_VariableDoubleJumpOnly.jumpWhenButtonHeld

Automatically jump when the character holds the jump button down.

◆ JumpWhenButtonHeldIndex

const int PlatformerPro.AirMovement_VariableDoubleJumpOnly.JumpWhenButtonHeldIndex = 6
staticprotected

The index for the Jump When Button Held in the movement data.

◆ maxJumpAccelerationTime

float PlatformerPro.AirMovement_VariableDoubleJumpOnly.maxJumpAccelerationTime

How long the character has to hold the jump button to jump the max height.

◆ MaxJumpAccelerationTimeIndex

const int PlatformerPro.AirMovement_VariableDoubleJumpOnly.MaxJumpAccelerationTimeIndex = 3
staticprotected

The index for the Max Jump Accereration in the movement data.

◆ maxJumpHeight

float PlatformerPro.AirMovement_VariableDoubleJumpOnly.maxJumpHeight

Largest height the character can jump.

◆ MaxJumpHeightIndex

const int PlatformerPro.AirMovement_VariableDoubleJumpOnly.MaxJumpHeightIndex = 2
staticprotected

The index for the max jump height in the movement data.

◆ minJumpHeight

float PlatformerPro.AirMovement_VariableDoubleJumpOnly.minJumpHeight

Smallest height the character can jump

◆ MinJumpHeightIndex

const int PlatformerPro.AirMovement_VariableDoubleJumpOnly.MinJumpHeightIndex = 1
staticprotected

The index for the min jump height in the movement data.

◆ MovementVariableCount

const int PlatformerPro.AirMovement_VariableDoubleJumpOnly.MovementVariableCount = 7
staticprotected

The size of the movement variable array.

◆ readyToJumpTimer

float PlatformerPro.AirMovement_VariableDoubleJumpOnly.readyToJumpTimer
protected

Character can only jump if this timer is less than zero.

◆ relativeJumpGravity

float PlatformerPro.AirMovement_VariableDoubleJumpOnly.relativeJumpGravity

The gravity applied during jump (relative to the characters Gravity component).

◆ showJumpStartedAnimation

bool PlatformerPro.AirMovement_VariableDoubleJumpOnly.showJumpStartedAnimation
protected

Ensure we play the jump start animation.

◆ startingYPosition

float PlatformerPro.AirMovement_VariableDoubleJumpOnly.startingYPosition
protected

Track where the last jump started so we can calculate speed that should be set each frame.

Property Documentation

◆ AnimationPriority

override int PlatformerPro.AirMovement_VariableDoubleJumpOnly.AnimationPriority
get

Gets the priority for the animation state.

◆ AnimationState

override AnimationState PlatformerPro.AirMovement_VariableDoubleJumpOnly.AnimationState
get

Gets the animation state that this movement wants to set.

◆ CurrentGravity

override float PlatformerPro.AirMovement_VariableDoubleJumpOnly.CurrentGravity
get

Gets a value indicating the current gravity, only used if this movement doesn't apply the default gravity.

See also
ShouldApplyGravity()

◆ FacingDirection

override int PlatformerPro.AirMovement_VariableDoubleJumpOnly.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.

◆ Info

new static MovementInfo PlatformerPro.AirMovement_VariableDoubleJumpOnly.Info
staticget

Static movement info used by the editor.

◆ ShouldApplyGravity

override bool PlatformerPro.AirMovement_VariableDoubleJumpOnly.ShouldApplyGravity
get

This class will handle gravity internally.


The documentation for this class was generated from the following file: