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

Platform that spawns (or adds) an item on headbutt. More...

Inheritance diagram for PlatformerPro.DestroyOnHeadbutt:
PlatformerPro.Platform PlatformerPro.PersistableObject PlatformerPro.PlatformerProMonoBehaviour

Public Attributes

float destroyDelay = 1.0f
 How long does the GameObject stay active before its destroyed. More...
 
GameObject visibleComponent
 The visible component, this will be disabled straight away. More...
 
bool destroy
 If true object will be destoryed, if false it will just be set to inactive. More...
 
Collider2D damageCollider
 If this is non-null the attached collider will be briefly enabled on headbut causing damage to anything touching it. This can be used for the typical mario style headbut of the block to cause damage, 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

virtual void DoMove ()
 
virtual void OnDestroyed (DamageInfo info)
 Raises the Destroyed event. More...
 
override void PostInit ()
 Init this instance. More...
 
override bool CustomCollide (PlatformCollisionArgs args)
 Called when one of the characters colliders collides with this platform. This should be overriden for platform specific behaviour. More...
 
virtual void DoHeadbutt (Character character)
 Do the headbutt More...
 
virtual IEnumerator DoNudge (Character character)
 Do the nudge. More...
 
- Protected Member Functions inherited from PlatformerPro.Platform
virtual void OnPlatformActivated (IMob character)
 Raises the activated event. More...
 
virtual void DoUpdate ()
 Add update code here so it isn't triggered during play mode. 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...
 

Protected Attributes

bool isbeingDestroyed
 Has the destory started? More...
 
DamageInfoEventArgs damageEventArgs
 Cached copy of damage event args to save on allocations. 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...
 

Events

System.EventHandler< DamageInfoEventArgsDestroyed
 Event for destory. 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...
 

Additional Inherited Members

- 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 void Parent (IMob character)
 Called when the character is parented to this platform. More...
 
virtual void UnParent (IMob character)
 Called when the character is unparented from 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...
 
- 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...
 
- 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...
 

Detailed Description

Platform that spawns (or adds) an item on headbutt.

Member Function Documentation

◆ CustomCollide()

override bool PlatformerPro.DestroyOnHeadbutt.CustomCollide ( PlatformCollisionArgs  args)
protectedvirtual

Called when one of the characters colliders collides with this platform. This should be overriden for platform specific behaviour.

Parameters
PlatformCollisionArgsArguments describing a platform collision.
Returns
true if character should be parented to this platform, otherwise false.

Reimplemented from PlatformerPro.Platform.

◆ DoHeadbutt()

virtual void PlatformerPro.DestroyOnHeadbutt.DoHeadbutt ( Character  character)
protectedvirtual

Do the headbutt

◆ DoMove()

virtual void PlatformerPro.DestroyOnHeadbutt.DoMove ( )
protectedvirtual

◆ DoNudge()

virtual IEnumerator PlatformerPro.DestroyOnHeadbutt.DoNudge ( Character  character)
protectedvirtual

Do the nudge.

Returns
The nudge.

◆ OnDestroyed()

virtual void PlatformerPro.DestroyOnHeadbutt.OnDestroyed ( DamageInfo  info)
protectedvirtual

Raises the Destroyed event.

Parameters
infoInfo.

◆ PostInit()

override void PlatformerPro.DestroyOnHeadbutt.PostInit ( )
protectedvirtual

Init this instance.

Reimplemented from PlatformerPro.PersistableObject.

Member Data Documentation

◆ damageCollider

Collider2D PlatformerPro.DestroyOnHeadbutt.damageCollider

If this is non-null the attached collider will be briefly enabled on headbut causing damage to anything touching it. This can be used for the typical mario style headbut of the block to cause damage,

◆ damageEventArgs

DamageInfoEventArgs PlatformerPro.DestroyOnHeadbutt.damageEventArgs
protected

Cached copy of damage event args to save on allocations.

◆ destroy

bool PlatformerPro.DestroyOnHeadbutt.destroy

If true object will be destoryed, if false it will just be set to inactive.

◆ destroyDelay

float PlatformerPro.DestroyOnHeadbutt.destroyDelay = 1.0f

How long does the GameObject stay active before its destroyed.

◆ isbeingDestroyed

bool PlatformerPro.DestroyOnHeadbutt.isbeingDestroyed
protected

Has the destory started?

◆ visibleComponent

GameObject PlatformerPro.DestroyOnHeadbutt.visibleComponent

The visible component, this will be disabled straight away.

Event Documentation

◆ Destroyed

System.EventHandler<DamageInfoEventArgs> PlatformerPro.DestroyOnHeadbutt.Destroyed

Event for destory.


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