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

An extension to a platform that represents a door. More...

Inheritance diagram for PlatformerPro.Door:
PlatformerPro.Platform PlatformerPro.PersistableObject PlatformerPro.PlatformerProMonoBehaviour PlatformerPro.EnterableDoor PlatformerPro.RisingDoor

Public Member Functions

virtual void Open (Character character)
 Open the door. More...
 
virtual void ForceOpen ()
 Forces the door open. More...
 
virtual void ForceClosed ()
 
virtual void Close (Character character)
 Close the door. More...
 
override 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...
 
- 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 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...
 

Public Attributes

string keyType
 Item type for the key that unlocks door, or empty string if no key is required. More...
 
bool startOpen
 Should this door start in the open state. More...
 
jnamobile.mmm.PointOfInterest poi
 Reference to point of interest on a map. You can use this to override door POI settings. More...
 
bool generateRespawnPoint = true
 Generally any door you can enter will have a respawn point attached. Tick this box to generate one automatically. Its identifier will be set to gameObject.name More...
 
int respawnFacingDirection
 Facing direction for generated respawn point. More...
 
Vector3 respawnPointOffset
 The respawn point offset. 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 OnOpened (Character character)
 Raises the door opened event. More...
 
virtual void OnClosed (Character character)
 Raises the door opened event. More...
 
override void PostInit ()
 Init this door. More...
 
override void SetPersistenceDefaults ()
 Sets the persistence defaults. More...
 
override void ApplyCustomPersistence (PersistableObjectData data)
 Custom persistable implementation. Override to customise. More...
 
virtual void DoOpen (Character character)
 Show or otherwise handle the door opening. More...
 
virtual void DoClose (Character character)
 Show or otherwise handle the door closing. 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 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 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 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

RespawnPoint respawnPoint
 Cached respawn point. 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...
 

Properties

DoorState state [get, protected set]
 Is door currently open, closed, opening or closing. More...
 
override bool Activated [get, protected set]
 Gets or sets a value indicating whether this PlatformerPro.Platform is activated. More...
 
override PlatformActivationType ForcedActivation [get]
 If this is not NONE then the actiation state will be forced to this value and not editable by user. More...
 
override 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.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

System.EventHandler< DoorEventArgsOpened
 Event for door opened. More...
 
System.EventHandler< DoorEventArgsClosed
 Event for door closed. 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

- 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
 

Detailed Description

An extension to a platform that represents a door.

Member Function Documentation

◆ ApplyCustomPersistence()

override void PlatformerPro.Door.ApplyCustomPersistence ( PersistableObjectData  data)
protectedvirtual

Custom persistable implementation. Override to customise.

Parameters
dataData.

Reimplemented from PlatformerPro.PersistableObject.

◆ Close()

virtual void PlatformerPro.Door.Close ( Character  character)
virtual

Close the door.

◆ DoClose()

virtual void PlatformerPro.Door.DoClose ( Character  character)
protectedvirtual

Show or otherwise handle the door closing.

Reimplemented in PlatformerPro.RisingDoor.

◆ DoOpen()

virtual void PlatformerPro.Door.DoOpen ( Character  character)
protectedvirtual

Show or otherwise handle the door opening.

Reimplemented in PlatformerPro.RisingDoor.

◆ ForceClosed()

virtual void PlatformerPro.Door.ForceClosed ( )
virtual

Forces the door closed.

◆ ForceOpen()

virtual void PlatformerPro.Door.ForceOpen ( )
virtual

Forces the door open.

◆ IgnoreCollision()

override bool PlatformerPro.Door.IgnoreCollision ( Character  character,
BasicRaycast  collider 
)
virtual

Called to determine if collision should be ignored. Use for one way platforms or z-ordered platforms like those found in loops.

Returns
true, if Collision should be ignored, false otherwise.
Parameters
characterCharacter.
colliderCollider.

Reimplemented from PlatformerPro.Platform.

◆ OnClosed()

virtual void PlatformerPro.Door.OnClosed ( Character  character)
protectedvirtual

Raises the door opened event.

◆ OnOpened()

virtual void PlatformerPro.Door.OnOpened ( Character  character)
protectedvirtual

Raises the door opened event.

◆ Open()

virtual void PlatformerPro.Door.Open ( Character  character)
virtual

Open the door.

◆ PostInit()

override void PlatformerPro.Door.PostInit ( )
protectedvirtual

Init this door.

Reimplemented from PlatformerPro.PersistableObject.

Reimplemented in PlatformerPro.RisingDoor.

◆ SetPersistenceDefaults()

override void PlatformerPro.Door.SetPersistenceDefaults ( )
protectedvirtual

Sets the persistence defaults.

Reimplemented from PlatformerPro.PersistableObject.

Member Data Documentation

◆ generateRespawnPoint

bool PlatformerPro.Door.generateRespawnPoint = true

Generally any door you can enter will have a respawn point attached. Tick this box to generate one automatically. Its identifier will be set to gameObject.name

◆ keyType

string PlatformerPro.Door.keyType

Item type for the key that unlocks door, or empty string if no key is required.

◆ poi

jnamobile.mmm.PointOfInterest PlatformerPro.Door.poi

Reference to point of interest on a map. You can use this to override door POI settings.

◆ respawnFacingDirection

int PlatformerPro.Door.respawnFacingDirection

Facing direction for generated respawn point.

◆ respawnPoint

RespawnPoint PlatformerPro.Door.respawnPoint
protected

Cached respawn point.

◆ respawnPointOffset

Vector3 PlatformerPro.Door.respawnPointOffset

The respawn point offset.

◆ startOpen

bool PlatformerPro.Door.startOpen

Should this door start in the open state.

Property Documentation

◆ Activated

override bool PlatformerPro.Door.Activated
getprotected set

Gets or sets a value indicating whether this PlatformerPro.Platform is activated.

◆ ForcedActivation

override PlatformActivationType PlatformerPro.Door.ForcedActivation
get

If this is not NONE then the actiation state will be forced to this value and not editable by user.

◆ ForcedDeactivation

override PlatformDeactivationType PlatformerPro.Door.ForcedDeactivation
get

If this is not NONE then the deactiation state will be forced to this value and not editable by user.

◆ state

DoorState PlatformerPro.Door.state
getprotected set

Is door currently open, closed, opening or closing.

Event Documentation

◆ Closed

System.EventHandler<DoorEventArgs> PlatformerPro.Door.Closed

Event for door closed.

◆ Opened

System.EventHandler<DoorEventArgs> PlatformerPro.Door.Opened

Event for door opened.


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