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Platformer Pro
2.3.2
A platform game kit for Unity.
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Air movement which wraps another air movement AND a crouch in order to allow crouching while jumping. More...
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... | |
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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... | |
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... | |
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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... | |
Air movement which wraps another air movement AND a crouch in order to allow crouching while jumping.
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virtual |
Do the jump.
Reimplemented from PlatformerPro.AirMovement.
override void PlatformerPro.AirMovement_Wrapper.DoMove | ( | ) |
Moves the character.
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virtual |
For overriden jump don't delay
Reimplemented from PlatformerPro.AirMovement.
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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.
moveInX | If set to true move in x. |
moveInY | If set to true move in y. |
xInput | Simulated X input. |
runButton | Simulated 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.
override bool PlatformerPro.AirMovement_Wrapper.ForceMaintainControl | ( | ) |
If the jump just started force control.
override void PlatformerPro.AirMovement_Wrapper.GainControl | ( | ) |
Called when the movement gets control. Typically used to do initialisation of velocity and the like.
override Movement PlatformerPro.AirMovement_Wrapper.Init | ( | Character | character, |
MovementVariable[] | movementData | ||
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override void PlatformerPro.AirMovement_Wrapper.LosingControl | ( | ) |
Called when the movement loses control. Reset the jump count.
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.
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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
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Reimplemented from PlatformerPro.AirMovement.
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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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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.