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

Air movement which wraps another air movement AND a crouch in order to allow crouching while jumping. More...

Inheritance diagram for PlatformerPro.AirMovement_Wrapper:
PlatformerPro.AirMovement PlatformerPro.BaseMovement< AirMovement > PlatformerPro.AirMovement_CrouchJump

Public Member Functions

override Movement Init (Character character, MovementVariable[] movementData)
 Initialise the movement with the given movement data. 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 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 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 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 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...
 
override void DoOverridenJump (float newHeight, int newJumpCount, bool skipPowerUps=false)
 For overriden jump don't delay More...
 
- Public Member Functions inherited from PlatformerPro.AirMovement
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...
 

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 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...
 
- 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...
 

Additional Inherited Members

- Protected Member Functions inherited from PlatformerPro.AirMovement
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...
 
- 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...
 

Detailed Description

Air movement which wraps another air movement AND a crouch in order to allow crouching while jumping.

Member Function Documentation

◆ DoJump()

override void PlatformerPro.AirMovement_Wrapper.DoJump ( )
virtual

Do the jump.

Reimplemented from PlatformerPro.AirMovement.

◆ DoMove()

override void PlatformerPro.AirMovement_Wrapper.DoMove ( )

Moves the character.

◆ DoOverridenJump()

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

For overriden jump don't delay

Reimplemented from PlatformerPro.AirMovement.

◆ DoOverridenMove()

override void PlatformerPro.AirMovement_Wrapper.DoOverridenMove ( bool  moveInX,
bool  moveInY,
float  xInput,
ButtonState  runButton 
)
virtual

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.

Parameters
moveInXIf set to true move in x.
moveInYIf set to true move in y.
xInputSimulated X input.
runButtonSimulated Run button.

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.

Reimplemented from PlatformerPro.AirMovement.

◆ ForceMaintainControl()

override bool PlatformerPro.AirMovement_Wrapper.ForceMaintainControl ( )

If the jump just started force control.

◆ GainControl()

override void PlatformerPro.AirMovement_Wrapper.GainControl ( )

Called when the movement gets control. Typically used to do initialisation of velocity and the like.

◆ Init()

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

Initialise the movement with the given movement data.

Parameters
characterCharacter.
movementDataMovement data.

◆ LosingControl()

override void PlatformerPro.AirMovement_Wrapper.LosingControl ( )

Called when the movement loses control. Reset the jump count.

◆ PostInitValidation()

override string PlatformerPro.AirMovement_Wrapper.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.

◆ WantsAirControl()

override bool PlatformerPro.AirMovement_Wrapper.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 if this instance wants control; otherwise, false.

Reimplemented from PlatformerPro.AirMovement.

◆ WantsJump()

override bool PlatformerPro.AirMovement_Wrapper.WantsJump ( )
virtual

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

true ijumpTimerf this instance should jump; otherwise, false.

Reimplemented from PlatformerPro.AirMovement.

Property Documentation

◆ AnimationPriority

override int PlatformerPro.AirMovement_Wrapper.AnimationPriority
get

Gets the priority for the animation state.

◆ AnimationState

override AnimationState PlatformerPro.AirMovement_Wrapper.AnimationState
get

Gets the animation state that this movement wants to set.

◆ CurrentGravity

override float PlatformerPro.AirMovement_Wrapper.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_Wrapper.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_Wrapper.Info
staticget

Static movement info used by the editor.

◆ ShouldApplyGravity

override bool PlatformerPro.AirMovement_Wrapper.ShouldApplyGravity
get

This class will handle gravity internally.

◆ ShouldDoRotations

override bool PlatformerPro.AirMovement_Wrapper.ShouldDoRotations
get

Gets a value indicating whether this PlatformerPro.Movement expects the rotations to be calculated and applied by the character.

◆ VelocityType

override VelocityType PlatformerPro.AirMovement_Wrapper.VelocityType
get

How does this movement use Velocity.


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