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Platformer Pro
2.3.2
A platform game kit for Unity.
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Inspector for characters classes. More...
Public Member Functions | |
override void | OnInspectorGUI () |
Draw the inspector GUI. More... | |
Protected Member Functions | |
virtual void | EnsureInitialised () |
Ensures all the lists of colliders are non null. More... | |
virtual void | DrawLayersFoldout () |
Draws layer editors. More... | |
virtual void | DrawSlopesFoldout () |
Draws detail editors. More... | |
virtual void | DrawLadderSettingsFoldout () |
virtual void | DrawWallSettingsFoldout () |
virtual void | DrawAvancedSettingsFoldout () |
Draws detail editors. More... | |
virtual void | DrawColliderEditor () |
Draws the editor controls for editing colliders. More... | |
virtual void | DrawDebugOptions () |
Draws the debug options buttons. More... | |
virtual void | DrawFeetGui () |
Draws the GUI for editing feet. More... | |
virtual void | ResetAllColliders () |
Resets all colliders. More... | |
virtual void | UpdateColliders () |
Order and save colliders and set an undo point More... | |
virtual void | DrawSidesGui () |
Draws the GUI for editing sides. More... | |
virtual void | DrawHeadGui () |
Draws the GUI for editing head. More... | |
virtual void | ShowEditFeet () |
Show the scene view editor for editing feet. More... | |
virtual void | ShowFeet () |
Show the feet in the scene view (not editabe) More... | |
virtual void | ShowEditSides () |
Show the scene view editor for editing sides. More... | |
virtual void | ShowSides () |
Show the sides in the scene view (not editable). More... | |
virtual void | ShowEditHead () |
Show the scene view editor for editing head. More... | |
virtual void | ShowHead () |
Show the head colliders in scene view (not editable) More... | |
virtual BasicRaycast | CreateDefaultCollider (RaycastType type, Vector2 position) |
Creates the default collider for the given type. More... | |
virtual void | EnsureTwoFeetColliders () |
Ensures there are at least two feet colliders. More... | |
virtual void | EnsureTwoHeadColliders () |
Ensures there are at least two head colliders. More... | |
virtual void | EnsureFeetSpacing () |
Ensures the feet colliders are evenly spaced. More... | |
virtual void | EnsureSideColliders () |
Ensures there are at least four side colliders and checks there positions relateive to head and feet. More... | |
virtual Vector3 | DrawMoveHandle (BasicRaycast collider) |
Draws a move handle. More... | |
virtual bool | DrawAddHandle (BasicRaycast a, BasicRaycast b) |
Draws a add handle. More... | |
virtual bool | DrawRemoveHandle (BasicRaycast collider) |
Draws a remove handle. More... | |
virtual void | DrawImmovableHandle (BasicRaycast collider) |
Draws a handle that shouldn't move. More... | |
virtual Rect | GetBounds (RaycastType type) |
Gets the bounds. More... | |
virtual Rect | GetSpriteBounds (RaycastType type) |
Gets the raw sprite bounds. More... | |
virtual Rect | GetSmartSpriteBounds (RaycastType type) |
Gets the sprite bounds by trying to determine where transparent pixels lie. More... | |
virtual Rect | GetColliderBounds (RaycastType type) |
Gets the bounds based on a child collider. More... | |
virtual Rect | GetMeshBounds (RaycastType type) |
Gets the bounds based on a child mesh. More... | |
virtual void | DrawDebugColliders () |
Draws arrows showing collider direction, hit point, etc. More... | |
virtual void | AddAnimationDebugger () |
Draws the debug animations (which is just a console log at this stage) More... | |
virtual void | RemoveAnimationDebugger () |
Draws the debug animations (which is just a console log at this stage) More... | |
virtual void | DrawDebugMovement () |
Draws the debug movement. More... | |
virtual void | DrawMajorWarnings (Character target) |
Draws error boxes for any serious misconfigurations. More... | |
virtual void | ForceRepaint () |
Forces the repaint. More... | |
virtual void | DrawPrefixAndValue (string prefix, string value, string previous) |
Draws a row in the enemy debugger. More... | |
Protected Attributes | |
bool | layersFoldOut |
Show layers foldout? More... | |
bool | slopesFoldOut |
Show slopes foldout? More... | |
bool | advancedFoldOut |
Show advanced details foldout? More... | |
bool | colliderEditorFoldOut |
Show collider editor options foldout More... | |
bool | editFeet |
Are we editing feet colliders? More... | |
bool | editSides |
Are we editing side colliders? More... | |
bool | editHead |
Are we editing head colliders? More... | |
bool | showColliders |
Are we showing but not editing colliders? More... | |
bool | smartFeet |
Should the character use the smart feet colliders? More... | |
BoundaryDetectionMode | boundaryDetectionMode = BoundaryDetectionMode.NONE |
How should we detect boundaries? More... | |
bool | isAboutToReset |
Has the user clicked a reset button? More... | |
AnimationState | previousAnimationState = AnimationState.NONE |
Store previous animation state for use when debugging. More... | |
SerializedProperty | layerMask |
SerializedProperty | geometryLayerMask |
SerializedProperty | passthroughLayerMask |
SerializedProperty | feetLookAhead |
SerializedProperty | groundedLookAhead |
SerializedProperty | snapToGroundOnSlopesOnly |
SerializedProperty | groundedLeeway |
SerializedProperty | sideLookAhead |
SerializedProperty | fallSpeedForIgnoreHeadCollisions |
SerializedProperty | terminalVelocity |
SerializedProperty | switchCollidersOnDirectionChange |
SerializedProperty | passthroughLeeway |
SerializedProperty | minFastFallPassthroughTime |
SerializedProperty | calculateSlopes |
SerializedProperty | upSlopeDeceleration |
SerializedProperty | downSlopeAcceleration |
SerializedProperty | rotateToSlopes |
SerializedProperty | maxSlopeRotation |
SerializedProperty | rotationSpeed |
SerializedProperty | sideAngle |
SerializedProperty | characterRotationType |
SerializedProperty | detectLaddersByTag |
SerializedProperty | ladderLayerOrTagName |
SerializedProperty | detectAllWalls |
SerializedProperty | detectWallsByTag |
SerializedProperty | wallLayerOrTagName |
SerializedProperty | input |
List< BasicRaycast > | feetColliders |
List< BasicRaycast > | leftColliders |
List< BasicRaycast > | rightColliders |
List< BasicRaycast > | headColliders |
Static Protected Attributes | |
static int | sceneViewInspectorId = -1 |
const float | MinHeightOfSideRelativeToFeet = 0.05f |
Sides should always be at least this distance above the feet. More... | |
const float | MinYDistancebetweenSideColliders = 0.2f |
Sides should always be a little separated. More... | |
static bool | debugColliders |
Are we showing the collider debug gizmos. More... | |
static bool | debugAnimations |
Are we sending animation states to the debug window. More... | |
static bool | debugMovement |
Are we sending state information to the debug window. More... | |
static bool | validateSettings = true |
Do we want to show cahracter validation. More... | |
static GUIStyle | addButtonStyle |
The add button style. More... | |
static GUIStyle | removeButtonStyle |
The remove button style. More... | |
static GUIStyle | moveButtonStyle |
The move button style. More... | |
static Color | handleColor = new Color(0.7f, 0.7f, 0.7f, 1.0f) |
The default color of the handles. More... | |
static Color | mouseOverColor = new Color(0.7f, 0.9f, 1.0f, 1.0f) |
The color of the button handles. More... | |
static bool | symmetrical |
Should colliders be evenly spaced around characters centre. More... | |
static string | debugCurrentMovement |
Stores current movement for debugging More... | |
static string | debugPreviousMovement |
Stores previous movement for debugging More... | |
static string | debugCurrentMovementType |
Stores current movement type for debugging More... | |
static string | debugPreviousMovementType |
Stores previous movement type for debugging More... | |
Inspector for characters classes.
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protectedvirtual |
Draws the debug animations (which is just a console log at this stage)
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protectedvirtual |
Creates the default collider for the given type.
type | Type. |
position | Position of feet. |
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protectedvirtual |
Draws a add handle.
a | Collider to draw the handle from. |
b | Collider to draw the handle to. |
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protectedvirtual |
Draws detail editors.
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protectedvirtual |
Draws the editor controls for editing colliders.
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protectedvirtual |
Draws arrows showing collider direction, hit point, etc.
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protectedvirtual |
Draws the debug movement.
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protectedvirtual |
Draws the debug options buttons.
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protectedvirtual |
Draws the GUI for editing feet.
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Draws the GUI for editing head.
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protectedvirtual |
Draws a handle that shouldn't move.
collider | Collider to draw the handle for. |
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Draws layer editors.
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protectedvirtual |
Draws error boxes for any serious misconfigurations.
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protectedvirtual |
Draws a move handle.
collider | Collider to draw the handle for. |
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Draws a row in the enemy debugger.
prefix | Prefix. |
value | Value. |
previous | Previous. |
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protectedvirtual |
Draws a remove handle.
collider | Collider to draw the handle for. |
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Draws the GUI for editing sides.
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protectedvirtual |
Draws detail editors.
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protectedvirtual |
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protectedvirtual |
Ensures the feet colliders are evenly spaced.
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protectedvirtual |
Ensures all the lists of colliders are non null.
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protectedvirtual |
Ensures there are at least four side colliders and checks there positions relateive to head and feet.
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protectedvirtual |
Ensures there are at least two feet colliders.
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protectedvirtual |
Ensures there are at least two head colliders.
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protectedvirtual |
Forces the repaint.
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protectedvirtual |
Gets the bounds.
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protectedvirtual |
Gets the bounds based on a child collider.
type | Type of raycast to get bounds for. |
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protectedvirtual |
Gets the bounds based on a child mesh.
type | Type of raycast to get bounds for. |
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protectedvirtual |
Gets the sprite bounds by trying to determine where transparent pixels lie.
type | The type will affect how the pixels are read. |
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protectedvirtual |
Gets the raw sprite bounds.
type | Type. |
override void PlatformerPro.CharacterInspector.OnInspectorGUI | ( | ) |
Draw the inspector GUI.
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protectedvirtual |
Draws the debug animations (which is just a console log at this stage)
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protectedvirtual |
Resets all colliders.
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protectedvirtual |
Show the scene view editor for editing feet.
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Show the scene view editor for editing head.
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Show the scene view editor for editing sides.
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protectedvirtual |
Show the feet in the scene view (not editabe)
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protectedvirtual |
Show the head colliders in scene view (not editable)
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protectedvirtual |
Show the sides in the scene view (not editable).
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protectedvirtual |
Order and save colliders and set an undo point
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staticprotected |
The add button style.
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Show advanced details foldout?
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How should we detect boundaries?
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Show collider editor options foldout
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staticprotected |
Are we sending animation states to the debug window.
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staticprotected |
Are we showing the collider debug gizmos.
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staticprotected |
Stores current movement for debugging
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Stores current movement type for debugging
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Are we sending state information to the debug window.
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Stores previous movement for debugging
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Stores previous movement type for debugging
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Are we editing feet colliders?
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Are we editing head colliders?
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Are we editing side colliders?
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The default color of the handles.
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Has the user clicked a reset button?
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Show layers foldout?
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Sides should always be at least this distance above the feet.
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Sides should always be a little separated.
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staticprotected |
The color of the button handles.
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staticprotected |
The move button style.
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Store previous animation state for use when debugging.
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The remove button style.
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Are we showing but not editing colliders?
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Show slopes foldout?
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Should the character use the smart feet colliders?
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Should colliders be evenly spaced around characters centre.
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Do we want to show cahracter validation.
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