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

A platform which applies damage after a time. More...

Inheritance diagram for PlatformerPro.DamageAfterTimePlatform:
PlatformerPro.ParentOnStandPlatform PlatformerPro.Platform PlatformerPro.PersistableObject PlatformerPro.PlatformerProMonoBehaviour

Public Member Functions

override void Parent (IMob character)
 Called when the character is parented to this platform. More...
 
override void UnParent (IMob character)
 Called when the character is unparented from this platform. More...
 
- Public Member Functions inherited from PlatformerPro.ParentOnStandPlatform
override void Parent (IMob character)
 Called when the character is parented to this platform. More...
 
override void UnParent (IMob character)
 Called when the character is unparented from this platform. More...
 
- Public Member Functions inherited from PlatformerPro.Platform
virtual void Activate (IMob mob)
 Activate the platform. More...
 
virtual void Deactivate (IMob mob)
 Deactivate the platform. More...
 
virtual bool IgnoreCollision (Character character, BasicRaycast collider)
 Called to determine if collision should be ignored. Use for one way platforms or z-ordered platforms like those found in loops. More...
 
virtual bool Collide (PlatformCollisionArgs args)
 Called when one of the characters colliders collides with this platform. More...
 
virtual bool SkipMovement (Character character, Movement movement)
 Does this platform want to prevent the given movement from moving. Generally implementations will use the movement.GetType() to restrict specific classes of movement. Only applied when character is parented to the platform. More...
 
- Public Member Functions inherited from PlatformerPro.PersistableObject
void SetPersistenceState (bool state)
 Sets the persistence state. More...
 
void SetPersistenceState (bool state, string extraPersistenceData)
 Sets the persistence state, overriding extra persistence data More...
 
- Public Member Functions inherited from PlatformerPro.PlatformerProMonoBehaviour
virtual void Validate (PlatformerProMonoBehaviour myTarget)
 Override this method if you want to provide custom validation. The actual code should be surrounded by the if UNITY_EDITOR / endif directive. More...
 

Public Attributes

int damageAmount = 1
 Amount of damage to apply. More...
 
DamageType damageType
 Type of damage to apply. More...
 
float damageTime = 1.0f
 Time delay before damage is caused. More...
 
bool damageRepeats = false
 If true the damage timer will start again after damage triggers. More...
 
- Public Attributes inherited from PlatformerPro.ParentOnStandPlatform
bool parentOnHeadCollission
 Should we parent when the head collides with this platform (used when you have hang from ceiling). More...
 
- Public Attributes inherited from PlatformerPro.Platform
bool useDefaultPersistence
 Does this Item get persistence defaults form the Game manager? More...
 
- Public Attributes inherited from PlatformerPro.PersistableObject
bool enablePersistence
 Should we enable persistence? More...
 
string guid = System.Guid.NewGuid().ToString()
 Unique ID for this object. You shoulnd't need to edit this, use editor debug mode if you must. More...
 
GameObject target
 GameObject to apply persitence settings to, defaults to self. More...
 
PersistableObjectType persistenceImplementation
 How do we implement the persistence settings. More...
 
bool defaultStateIsDisabled
 If true then the obejct starts disabled. More...
 
string spawnedObjectName
 If this item was spawned then save the name of the prefab here. More...
 

Protected Member Functions

override void DoMove ()
 Do the moving. Required by parent on stand. More...
 
virtual IEnumerator DamageCharacter (IMob character)
 
- Protected Member Functions inherited from PlatformerPro.ParentOnStandPlatform
override void DoUpdate ()
 Unit update hook. More...
 
override bool CustomCollide (PlatformCollisionArgs args)
 If the collission is a foot try to parent. More...
 
- Protected Member Functions inherited from PlatformerPro.Platform
virtual void OnPlatformActivated (IMob character)
 Raises the activated event. More...
 
virtual void OnPlatformDeactivated (IMob character)
 Raises the deactivated event. More...
 
virtual void OnFired (IMob character)
 Raises the fired event. More...
 
override void PostInit ()
 Init this instance. More...
 
void BaseCollide (PlatformCollisionArgs args)
 Called when one of the characters colliders collides with this platform. This handles basic shared behaviour. If you want to ignore it you can ovverride Collide() instead of CustomCollide(). More...
 
virtual void SavePersistenceData ()
 Gets the extra persistence data which is used to save platform state. NOTE: Generally you should override ExtraPersistenceData to save a different set of data. More...
 
override void ApplyCustomPersistence (PersistableObjectData data)
 Custom persistable implementation. Override to customise. More...
 
virtual void DoDrawGizmos ()
 Draw the base gizmos More...
 
virtual void DoDrawSelectedGizmos ()
 Draw the base gizmos shown when selected. More...
 
virtual void OnConnectedToObject (Object other)
 Called when the connect handle is dragged on to another object. More...
 
- Protected Member Functions inherited from PlatformerPro.PersistableObject
virtual void SetPersistenceDefaults ()
 Sets the persistence defaults. More...
 
virtual void ProcessState ()
 Processes the persisted state. More...
 
virtual void ApplyExtraPersistenceData (PersistableObjectData data)
 Apply any extra data. This differs from custom persistence, as custom persistence must control both data and ctivation state. More...
 

Additional Inherited Members

- Static Public Attributes inherited from PlatformerPro.Platform
static Color GizmoColor = new Color(0.3f, 0.4f, 1.0f, 1.0f)
 Default color to use when drawing Platform gizmos. More...
 
- Protected Attributes inherited from PlatformerPro.Platform
float friction = -1
 The friction coefficient use -1 for default. More...
 
PlatformActivationType automaticActivation
 How should the platform activate itself? More...
 
PlatformDeactivationType automaticDeactivation
 How should the platform deactivate itself? More...
 
bool conditionsEnableCollisions = true
 Should additional conditions enable or disable collisions. More...
 
CharacterEventArgs characterEventArgs
 A cached character event args that we update so we don't need to allocate. More...
 
AdditionalCondition[] conditions
 Cached list of all additional conditions. More...
 
- Static Protected Attributes inherited from PlatformerPro.Platform
static GUIStyle connectionHandleStyle
 The conneciton handle stlye More...
 
static Platform activeConnectHandleDrag
 
static Vector3 currentConnectPosition
 
- Properties inherited from PlatformerPro.Platform
virtual bool Activated [get, protected set]
 Gets or sets a value indicating whether this PlatformerPro.Platform is activated. More...
 
virtual float Friction [get]
 Gets the friction coefficent for the platform. Returns -1 if the default should be used. More...
 
virtual bool IsMultiplayerReady [get]
 Gets a value indicating whether this platform can handle multiple characters at once. More...
 
virtual PlatformActivationType ForcedActivation [get]
 If this is not NONE then the actiation state will be forced to this value and not editable by user. More...
 
virtual PlatformDeactivationType ForcedDeactivation [get]
 If this is not NONE then the deactiation state will be forced to this value and not editable by user. More...
 
- Properties inherited from PlatformerPro.PersistableObject
virtual string ExtraPersistenceData [get]
 Gets the extra persistence data. More...
 
- Properties inherited from PlatformerPro.PlatformerProMonoBehaviour
virtual string Header [get]
 Gets the header string used to describe the component. More...
 
virtual string DocLink [get]
 Gets a link to documentation site. More...
 
virtual string VideoLink [get]
 Gets a link to a youtube video. More...
 
virtual string Deprecated [get]
 If non-null this component is deprecated. The string shows a message indicating how it should be replaced. More...
 
- Events inherited from PlatformerPro.Platform
System.EventHandler< CharacterEventArgsPlatformActivated
 Occurs when activated. More...
 
System.EventHandler< CharacterEventArgsPlatformDeactivated
 Occurs when deactivated. More...
 
System.EventHandler< CharacterEventArgsFired
 Some platforms have a special kind of action separate to activa or deactivate. For example the spring of a spring baord, or the fall of a decaying platform. This event is sent for those states. More...
 

Detailed Description

A platform which applies damage after a time.

Member Function Documentation

◆ DamageCharacter()

virtual IEnumerator PlatformerPro.DamageAfterTimePlatform.DamageCharacter ( IMob  character)
protectedvirtual

◆ DoMove()

override void PlatformerPro.DamageAfterTimePlatform.DoMove ( )
protectedvirtual

Do the moving. Required by parent on stand.

Reimplemented from PlatformerPro.ParentOnStandPlatform.

◆ Parent()

override void PlatformerPro.DamageAfterTimePlatform.Parent ( IMob  character)
virtual

Called when the character is parented to this platform.

Reimplemented from PlatformerPro.Platform.

◆ UnParent()

override void PlatformerPro.DamageAfterTimePlatform.UnParent ( IMob  character)
virtual

Called when the character is unparented from this platform.

Reimplemented from PlatformerPro.Platform.

Member Data Documentation

◆ damageAmount

int PlatformerPro.DamageAfterTimePlatform.damageAmount = 1

Amount of damage to apply.

◆ damageRepeats

bool PlatformerPro.DamageAfterTimePlatform.damageRepeats = false

If true the damage timer will start again after damage triggers.

◆ damageTime

float PlatformerPro.DamageAfterTimePlatform.damageTime = 1.0f

Time delay before damage is caused.

◆ damageType

DamageType PlatformerPro.DamageAfterTimePlatform.damageType

Type of damage to apply.


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