![]() |
Platformer Pro
2.3.2
A platform game kit for Unity.
|
Stores data about a basic attack such as its animation, key, and hit box. More...
Public Attributes | |
ComboType | comboType |
The type of the combo. More... | |
string | initialAttack |
Attack which this combo triggers from. Empty or null means trigger from ANY other attack. More... | |
float | minWindowTime = 0.0f |
Defines the minimum value for the time window in which the user must press the combo key. More... | |
float | maxWindowTime = 1.0f |
Defines the maximum value for the time window in which the user must press the combo key. More... | |
![]() | |
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... | |
Stores data about a basic attack such as its animation, key, and hit box.
ComboType PlatformerPro.ComboAttackData.comboType |
The type of the combo.
string PlatformerPro.ComboAttackData.initialAttack |
Attack which this combo triggers from. Empty or null means trigger from ANY other attack.
float PlatformerPro.ComboAttackData.maxWindowTime = 1.0f |
Defines the maximum value for the time window in which the user must press the combo key.
float PlatformerPro.ComboAttackData.minWindowTime = 0.0f |
Defines the minimum value for the time window in which the user must press the combo key.