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Platformer Pro
2.3.2
A platform game kit for Unity.
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A damage movement which knocks back the character. More...
Public Member Functions | |
override void | DoMove () |
Moves the character. More... | |
override Movement | Init (Character character, MovementVariable[] movementData) |
Initialise the mvoement with the given movement data. More... | |
override bool | ForceMaintainControl () |
If the timer is non-zero keep control. More... | |
override void | Damage (DamageInfo info, bool isDeath) |
Start the damage movement. 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... | |
Public Attributes | |
Vector2 | forceMultiplier |
How much force to apply. More... | |
bool | useAirMovement |
If true, we let the air movement do the movement, else we do it here. More... | |
float | explosionTime |
How long do we keep control for? More... | |
float | drag |
Drag to apply in X if we aren't using air movement. More... | |
bool | fixedForce |
If true just apply force in direction of x, ignoring extent of x damage direction, and ignoring y direction completely. More... | |
bool | cancelOnGrounded |
If true lose contorl when hitting the ground. More... | |
Protected Attributes | |
float | explosionTimer |
Timer for the explosion More... | |
Vector2 | explosionForce |
The explosion force. More... | |
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DamageInfo | damageInfo |
Information about the damage sustained. More... | |
bool | isDeath |
Is this being used as a death movement. 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... | |
Static Protected Attributes | |
const int | ForceMultiplierIndex = 0 |
The index for the force multiplier in the movement data. More... | |
const int | UseAirMovementIndex = 1 |
The index for use air movement in the movement data. More... | |
const int | ExplosionTimeIndex = 2 |
The index for the explosion time in the movement data. More... | |
const int | DragIndex = 3 |
The index of the drag in the movement data. More... | |
const int | FixedForceIndex = 4 |
The index of the fixed force value in the movement data. More... | |
const int | CancelOnGroundedIndex = 5 |
The index of the cancel on grounded index value in the movement data. More... | |
const int | MovementVariableCount = 6 |
The size of the movement variable array. More... | |
const float | DefaultExplosionTime = 1.0f |
Default explosion time More... | |
static Vector2 | DefaultExplosionForce = new Vector2(5.0f, 10.0f) |
Default explosion force More... | |
const float | DefaultDrag = 5.0f |
The default drag. More... | |
Properties | |
new static MovementInfo | Info [get] |
Static movement info used by the editor. More... | |
override bool? | ShouldApplyGravity [get] |
For damage the default is to not apply gravity. More... | |
override AnimationState | AnimationState [get] |
Gets the animation state that this movement wants to set. More... | |
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new static MovementInfo | Info [get] |
Static movement info used by the editor. More... | |
override bool | ShouldApplyGravity [get] |
For damage the default is to not apply gravity. More... | |
override int | AnimationPriority [get] |
Gets the priority of the animation state that this movement wants to set. Death and damage need higher defaults. 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... | |
A damage movement which knocks back the character.
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virtual |
override void PlatformerPro.DamageMovement_ExplosiveForce.DoMove | ( | ) |
Moves the character.
override bool PlatformerPro.DamageMovement_ExplosiveForce.ForceMaintainControl | ( | ) |
If the timer is non-zero keep control.
override Movement PlatformerPro.DamageMovement_ExplosiveForce.Init | ( | Character | character, |
MovementVariable[] | movementData | ||
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bool PlatformerPro.DamageMovement_ExplosiveForce.cancelOnGrounded |
If true lose contorl when hitting the ground.
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staticprotected |
The index of the cancel on grounded index value in the movement data.
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staticprotected |
The default drag.
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staticprotected |
Default explosion force
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staticprotected |
Default explosion time
float PlatformerPro.DamageMovement_ExplosiveForce.drag |
Drag to apply in X if we aren't using air movement.
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staticprotected |
The index of the drag in the movement data.
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protected |
The explosion force.
float PlatformerPro.DamageMovement_ExplosiveForce.explosionTime |
How long do we keep control for?
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staticprotected |
The index for the explosion time in the movement data.
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protected |
Timer for the explosion
bool PlatformerPro.DamageMovement_ExplosiveForce.fixedForce |
If true just apply force in direction of x, ignoring extent of x damage direction, and ignoring y direction completely.
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staticprotected |
The index of the fixed force value in the movement data.
Vector2 PlatformerPro.DamageMovement_ExplosiveForce.forceMultiplier |
How much force to apply.
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staticprotected |
The index for the force multiplier in the movement data.
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staticprotected |
The size of the movement variable array.
bool PlatformerPro.DamageMovement_ExplosiveForce.useAirMovement |
If true, we let the air movement do the movement, else we do it here.
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staticprotected |
The index for use air movement in the movement data.
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get |
Gets the animation state that this movement wants to set.
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staticget |
Static movement info used by the editor.
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get |
For damage the default is to not apply gravity.