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

Stores data about a basic attack such as its animation, key, and hit box. More...

Inheritance diagram for PlatformerPro.BasicAttackData:
PlatformerPro.ComboAttackData PlatformerPro.MultiProjectileAttackData

Public Attributes

string name
 Human readable name (optional). More...
 
AttackType attackType
 The type of the attack. More...
 
AttackLocation attackLocation
 Where the character needs to be to do the attack. More...
 
AnimationState animation
 The animation state to set when character is attacking. More...
 
bool useAnimationTime
 If true attack timing is based on normalised time of the animation rather than a fix time. More...
 
float attackTime
 How long the attack lasts for. More...
 
float coolDown
 After the attack finishes, the cool down blocks this attack from being done again until it expires More...
 
float projectileDelay
 When the projectile fires (must be smaller than attackTime). More...
 
bool useAnimationEvents
 If true instead of enabling the hitbox from the attack we wait for animation events to be sent from the hit box. More...
 
float attackHitBoxStart
 When the hitbox becomes active as a normalized time (0 to 1). Only used for melee attacks. More...
 
float attackHitBoxEnd
 When the hitbox becomes deactive as a normalized time (0 to 1). Only used for melee attacks. More...
 
int actionButtonIndex
 Which action button triggers this attack. More...
 
CharacterHitBox hitBox
 This attacks hit box (only used for melee attacks). More...
 
DamageType damageType
 Type of damage done by this attack. More...
 
int damageAmount
 Amount of damage done by this attack. More...
 
GameObject projectilePrefab
 The projectile prefab (only used for projectile attacks). Typically will have a Procectile behaviour attached. More...
 
string ammoType
 String representing the stackable item that is used for ammo. More...
 
bool blockJump
 If true don't allow a jump to be triggered whilst this attack is active. More...
 
bool blockWall
 If true don't allow a wall cling to be triggered whilst this attack is active. More...
 
bool blockClimb
 If true don't allow a climb to be triggered whilst this attack is active. More...
 
bool blockSpecial
 If true don't allow a special movement to be triggered whilst this attack is active. More...
 
bool resetVelocityX
 If true reset X velocity if this attack gains control. More...
 
bool resetVelocityY
 If true reset Y velocity if this attack gains control. More...
 
bool applyGravity
 Should we apply gravity during this attack (only used if this attacks overrides movement). More...
 
FireInputType fireInputType
 When should we start the attack. More...
 
float[] chargeThresholds
 Converts analog charge time into digital charge levels. The charge level = index + 1; More...
 
string animationSpeedParam
 If not empty this is the name of a animator parameter to set to control speed of attack animations. More...
 
string weaponSlot
 Slot of the item that will get out damage type from and that will take damage when this attack connects. More...
 
bool loseDurabilityOnUse
 If true every time you use the attack it takes damage. More...
 
bool delayFire
 If true don't actually fire a projectile, just prepare it. Used so an animation event can trigger projectile firing. More...
 

Detailed Description

Stores data about a basic attack such as its animation, key, and hit box.

Member Data Documentation

◆ actionButtonIndex

int PlatformerPro.BasicAttackData.actionButtonIndex

Which action button triggers this attack.

◆ ammoType

string PlatformerPro.BasicAttackData.ammoType

String representing the stackable item that is used for ammo.

◆ animation

AnimationState PlatformerPro.BasicAttackData.animation

The animation state to set when character is attacking.

◆ animationSpeedParam

string PlatformerPro.BasicAttackData.animationSpeedParam

If not empty this is the name of a animator parameter to set to control speed of attack animations.

◆ applyGravity

bool PlatformerPro.BasicAttackData.applyGravity

Should we apply gravity during this attack (only used if this attacks overrides movement).

◆ attackHitBoxEnd

float PlatformerPro.BasicAttackData.attackHitBoxEnd

When the hitbox becomes deactive as a normalized time (0 to 1). Only used for melee attacks.

◆ attackHitBoxStart

float PlatformerPro.BasicAttackData.attackHitBoxStart

When the hitbox becomes active as a normalized time (0 to 1). Only used for melee attacks.

◆ attackLocation

AttackLocation PlatformerPro.BasicAttackData.attackLocation

Where the character needs to be to do the attack.

◆ attackTime

float PlatformerPro.BasicAttackData.attackTime

How long the attack lasts for.

◆ attackType

AttackType PlatformerPro.BasicAttackData.attackType

The type of the attack.

◆ blockClimb

bool PlatformerPro.BasicAttackData.blockClimb

If true don't allow a climb to be triggered whilst this attack is active.

◆ blockJump

bool PlatformerPro.BasicAttackData.blockJump

If true don't allow a jump to be triggered whilst this attack is active.

◆ blockSpecial

bool PlatformerPro.BasicAttackData.blockSpecial

If true don't allow a special movement to be triggered whilst this attack is active.

◆ blockWall

bool PlatformerPro.BasicAttackData.blockWall

If true don't allow a wall cling to be triggered whilst this attack is active.

◆ chargeThresholds

float [] PlatformerPro.BasicAttackData.chargeThresholds

Converts analog charge time into digital charge levels. The charge level = index + 1;

◆ coolDown

float PlatformerPro.BasicAttackData.coolDown

After the attack finishes, the cool down blocks this attack from being done again until it expires

◆ damageAmount

int PlatformerPro.BasicAttackData.damageAmount

Amount of damage done by this attack.

◆ damageType

DamageType PlatformerPro.BasicAttackData.damageType

Type of damage done by this attack.

◆ delayFire

bool PlatformerPro.BasicAttackData.delayFire

If true don't actually fire a projectile, just prepare it. Used so an animation event can trigger projectile firing.

◆ fireInputType

FireInputType PlatformerPro.BasicAttackData.fireInputType

When should we start the attack.

◆ hitBox

CharacterHitBox PlatformerPro.BasicAttackData.hitBox

This attacks hit box (only used for melee attacks).

◆ loseDurabilityOnUse

bool PlatformerPro.BasicAttackData.loseDurabilityOnUse

If true every time you use the attack it takes damage.

◆ name

string PlatformerPro.BasicAttackData.name

Human readable name (optional).

◆ projectileDelay

float PlatformerPro.BasicAttackData.projectileDelay

When the projectile fires (must be smaller than attackTime).

◆ projectilePrefab

GameObject PlatformerPro.BasicAttackData.projectilePrefab

The projectile prefab (only used for projectile attacks). Typically will have a Procectile behaviour attached.

◆ resetVelocityX

bool PlatformerPro.BasicAttackData.resetVelocityX

If true reset X velocity if this attack gains control.

◆ resetVelocityY

bool PlatformerPro.BasicAttackData.resetVelocityY

If true reset Y velocity if this attack gains control.

◆ useAnimationEvents

bool PlatformerPro.BasicAttackData.useAnimationEvents

If true instead of enabling the hitbox from the attack we wait for animation events to be sent from the hit box.

◆ useAnimationTime

bool PlatformerPro.BasicAttackData.useAnimationTime

If true attack timing is based on normalised time of the animation rather than a fix time.

◆ weaponSlot

string PlatformerPro.BasicAttackData.weaponSlot

Slot of the item that will get out damage type from and that will take damage when this attack connects.


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