![]() |
Platformer Pro
2.3.2
A platform game kit for Unity.
|
Base class for an enemy. More...
Public Member Functions | |
virtual void | OnChangeAnimationState () |
Raises the change animation state event. This version is public as it just triggers an update not a change. More... | |
virtual void | OnEnemyAIEvent (string eventName) |
Raises an enemy AI event. More... | |
virtual void | SwitchDirection () |
Call this to switch the direction of all associated movements. More... | |
virtual void | HitCharacter (Character character, DamageInfo info) |
Called when the enemy hits the character causing damage. More... | |
virtual void | AttackFinished () |
Called when the enemies current attack finished More... | |
virtual void | MovementComplete () |
Called when a compeletable movement finishes. More... | |
virtual void | Reset () |
Reset this instance. More... | |
virtual void | Damage (DamageInfo info) |
Damage the enemy with the specified damage information. More... | |
virtual void | Heal (int amount) |
Heal the enemy by the specified amount. More... | |
virtual void | SetHealth (int amount) |
Heal the enemy by the specified amount. More... | |
virtual void | Die (DamageInfo info) |
Kill the enemy. More... | |
virtual void | Translate (float x, float y, bool applyYTransformsInWorldSpace) |
Translate the character by the supplied amount. More... | |
virtual void | AddVelocity (float x, float y) |
Adds velocity. More... | |
virtual void | SetVelocityX (float x) |
Sets X velocity. More... | |
virtual void | SetVelocityY (float y) |
Sets Y velocity. More... | |
virtual void | AddAnimationOverride (string overrideState) |
Adds an animation override. NOTE: Currently only one override is supported at a time. Note overrides are used to refer to an animator or layer override (depending on animation type) not forcing the override of a single animation which is done with ForceAnimation(). More... | |
virtual void | RemoveAnimationOverride (string overrideState) |
Removes an animation override. NOTE: Currently only one override is supported at a time. More... | |
virtual void | ApplyGravity () |
Applies the gravity. More... | |
virtual void | MakeInvulnerable (float invulnerableTime) |
Makes the enemy invulnerable for the given number of settings. More... | |
virtual void | MakeVulnerable () |
Makes the enemy vulnerable. More... | |
virtual void | ApplyFeetCollisions () |
Applies the feet collisions. More... | |
virtual void | ApplySideCollisions () |
Applies the Side collisions. More... | |
virtual bool | IsColliderIgnored (Collider2D collider) |
Check if a given collider should be ignored in collisions. More... | |
virtual void | AddIgnoredCollider (Collider2D collider) |
Adds a collider to the list of ignored colliders. More... | |
virtual void | RemoveIgnoredCollider (Collider2D collider) |
Removes a collider from the list of ignored colliders. More... | |
![]() | |
void | SetPersistenceState (bool state) |
Sets the persistence state. More... | |
void | SetPersistenceState (bool state, string extraPersistenceData) |
Sets the persistence state, overriding extra persistence data More... | |
![]() | |
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 | health = 1 |
Enemies health. More... | |
bool | continueMovementOnDamage |
If true the movement system will control damage. Generally used for Graph based enemy AI. More... | |
float | invulnerableTime = 0.5f |
How long the enemy is invulnerable to damage after being hit. More... | |
float | damageTime = 0.5f |
How long the enemy in the damaged movement after being hit. More... | |
bool | continueMovementOnFall |
Should movements keep moving while falling. More... | |
bool | switchCollidersOnDirectionChange |
Should we switch colliders when the enemy changes direction (used for asymmetric characters). More... | |
int | startFacingDirection = 1 |
The facing direction on start. Typically 1 or -1. More... | |
bool | enemyInteractsWithPlatforms |
Does this enemy interact with platforms? More... | |
LayerMask | geometryLayerMask |
The layers that are considered when working out collisions. i.e. the things we can't move through. More... | |
bool | characterCanFall |
Does the character fall if there is no platform below it? More... | |
float | terminalVelocity = -15f |
Maximum fall speed (note that any individual movement may override this if it wants to). More... | |
bool | useCharacterGravity |
Should we use the characters gravity or a custom one. More... | |
float | customGravity = -15f |
Custom gravity. More... | |
float | feetHeight |
If the cahracter can fall where are its feet in y? More... | |
float | groundedLookAhead |
How far do we look ahead when determining if we are grounded. More... | |
float | feetWidth |
If the cahracter can fall where are its feet in x (offset from centre)? More... | |
bool | detectSideCollisions |
Does the character detect side collisions? More... | |
float | sideHeight |
The height of the side collisions. More... | |
float | sideWidth |
The width of the side collisions. More... | |
bool | switchDirectionOnSideHit |
If the charcter runs in to the wall should it switch direciton on all movements? More... | |
bool | useDefaultPersistence |
Does this Item get persistence defaults form the Game manager? More... | |
PersistableEnemyType | enemyPersistenceImplementation |
How do we implement the persistence settings. More... | |
RaycastHit2D[] | leftFeetCollisions |
Stores left foot collissions. More... | |
RaycastHit2D[] | rightFeetCollisions |
Stores right foot collissions. More... | |
![]() | |
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 | OnDamaged (DamageInfo info) |
Raises the damaged event. More... | |
virtual void | OnDied (DamageInfo info) |
Raises the died event. More... | |
virtual void | OnCollided (DamageInfo info) |
Raises the collided event. More... | |
virtual void | OnChangeAnimationState (AnimationState state, AnimationState previousState) |
Raises the change animation state event. More... | |
virtual void | OnChangeAnimationState (AnimationState state, AnimationState previousState, int priority) |
Raises the change animation state event. More... | |
virtual void | OnCharacterDamaged (DamageInfo info) |
Raises the hit character event. More... | |
virtual void | OnMovementHasCompleted () |
Raises the MovementHasCompleted Event. More... | |
override void | PostInit () |
Set up the character More... | |
override void | SetPersistenceDefaults () |
Sets the persistence defaults. More... | |
virtual void | HandleWillExitScene (object sender, SceneEventArgs e) |
Handles the will exit scene event. used to save data. More... | |
virtual void | DoUpdate () |
Run each frame to determine and execute move. More... | |
virtual void | SwitchColliders () |
Switches left and right collider direction and flips position of all colliders about y axis. More... | |
virtual void | DoBaseCollisions () |
Does the base collisions. More... | |
virtual void | DecideOnNextMovement () |
Decides on the next movement. Extracted out so it can be easily overriden. More... | |
override void | ApplyCustomPersistence (PersistableObjectData data) |
Custom persistable implementation. Override to customise. More... | |
virtual void | SavePersistenceData () |
Gets the extra persistence data which is used to save enemy state. NOTE: Generally you should override ExtraPersistenceData to save a different set of data. 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 | |
Transform | myTransform |
Cached copy of the enemies transform. More... | |
EnemyMovement | movement |
Reference to the class that controls the enemy movement. More... | |
EnemyMovement | damageMovement |
Reference to the class that controls the enemy damage movement. More... | |
EnemyMovement | deathMovement |
Reference to the class that controls the enemy death movement. More... | |
AnimationState | animationState |
The enemies current animation state. More... | |
string | overrideState |
The enemies current animation overridestate. More... | |
AnimationEventArgs | animationEventArgs |
A cached animation event args that we update so we don't need to allocate. More... | |
bool | Active = true |
Is this enemy active? More... | |
float | invulnerableTimer = -1.0f |
Timer for invulnerability. Character is invulnerable when this is greater than zero. More... | |
DamageInfoEventArgs | damageEventArgs |
Cached copy of damage event args to save on allocations. More... | |
EnemyAI | enemyAi |
The enemy ai (can be null meaning only movements will control the character). More... | |
int | currentFacingDirection |
The direction currently faced. Used for switch collider calculations and for AI that needs actual facing direction. More... | |
Transform[] | collidersForSwitching |
If we switch colliders when the character turns this is the list of transforms of Collider2D's to switch. More... | |
NoAllocationSmartFeetcast | rightFoot |
The right foot collider. More... | |
NoAllocationSmartFeetcast | leftFoot |
The left foot collider. More... | |
NoAllocationSmartSidecast | rightSide |
The right side collider. More... | |
NoAllocationSmartSidecast | leftSide |
The left side collider. More... | |
Character | characterForGravity |
If gravity comes from a character reference this is the gravity we are using. More... | |
bool | grounded |
Is the enemy grounded. More... | |
float | ignoredSlope |
The angle of the ignored slope. More... | |
PlatformCollisionArgs | platformCollisionArgs |
The platform collision arguments. More... | |
Platform | parentPlatform |
Stores the aprent platform if we have one. More... | |
Character | currentTarget |
The current target. More... | |
HashSet< Collider2D > | ignoredColliders |
A list of colliders to ingore during collisions. More... | |
Static Protected Attributes | |
const float | MAX_ENEMY_SLOPE = 60.0f |
Max slope an enemy will calcualte/walk on More... | |
const float | DefaultSideLookAhead = 0.05f |
Default side look ahead. More... | |
Properties | |
override string | Header [get] |
virtual Transform | Transform [get] |
Gets cache copy of the transform. More... | |
virtual int | FacingDirection [get] |
Returns the direction the enemy is facing. 0 for none, 1 for right, -1 for left. More... | |
virtual AnimationState | AnimationState [get, protected set] |
The enemies current animation state. More... | |
virtual string | OverrideState [get, protected set] |
The enemies current animation override state. More... | |
virtual Vector2 | Velocity [get, set] |
The characters velocity. More... | |
virtual Vector2 | PreviousVelocity [get, set] |
The characters velocity in the previous frame. More... | |
virtual bool | IsInvulnerable [get] |
Is the character currently invulnerable? More... | |
virtual EnemyState | State [get, protected set] |
The current AI state. More... | |
int | StartingHealth [get, protected set] |
Health the enemy started with More... | |
virtual int? | LastFacedDirection [get] |
Returns the direction the character is facing, but if direction is currently 0 instead returns the direction last faced. More... | |
virtual float | SlopeTargetRotation [get, protected set] |
If slopes are on this is the rotation we are rotating towards. More... | |
virtual float | SlopeActualRotation [get] |
If slopes are on this is the rotation we are currently on. More... | |
virtual float | PreviousRotation [get, set] |
The characters rotation in the previous frame. More... | |
virtual float | IgnoredSlope [get, set] |
Gets the ignored slope. The ignored slope is used primary for internal physics calculations and is the largest slope that was ignored by the side colliders last frame. More... | |
virtual float | MinSideAngle [get] |
Gets the minimum angle at which geometry is considered a wall. More... | |
virtual int | ZLayer [get, set] |
Gets or sets the characters current z layer. More... | |
virtual EnemyAI | AI [get] |
Gets the enemy AI or null if there is no AI. More... | |
virtual bool | Grounded [get] |
Returns true if we are grounded or false otherwise. More... | |
virtual bool | GroundedLeft [get, protected set] |
Returns true if we are grounded on the left foot. More... | |
virtual bool | GroundedRight [get, protected set] |
Returns true if we are grounded on the left foot. More... | |
virtual int | GroundLayer [get, protected set] |
If grounded this is the layer of the ground. Undefined if not grounded. More... | |
virtual float? | Gravity [get] |
Gravity for this enemy More... | |
virtual EnemyMovement | CurrentMovement [get] |
Gets the current movement or null if no movement is acgtive (for example when falling with continueMovementOnFall off). More... | |
virtual float | Friction [get, set] |
Gets the friction. More... | |
virtual Transform | CurrentTargetTransform [get] |
The current targets position or enemies position if no target found. More... | |
virtual Character | CurrentTarget [get, set] |
The current target. More... | |
override string | ExtraPersistenceData [get] |
Gets the extra persistence data. More... | |
virtual EnemyPersistenceData | ExtraPersistenceDataAsObject [get] |
Gets the extra persistence data in object form which is used to save enemy state. More... | |
![]() | |
virtual string | ExtraPersistenceData [get] |
Gets the extra persistence data. More... | |
![]() | |
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... | |
![]() | |
AnimationState | AnimationState [get] |
The current animation state. More... | |
int | FacingDirection [get] |
Returns the direction being faced. 0 for none, 1 for right, -1 for left. More... | |
int | LastFacedDirection [get] |
Returns the direction being faced, but if direction is currently 0 instead returns the direction last faced. More... | |
Vector2 | Velocity [get] |
The characters velocity relative to self. More... | |
Vector2 | PreviousVelocity [get] |
The characters velocity in the previous frame relative to self. More... | |
float | SlopeTargetRotation [get] |
If slopes are on this is the rotation we are rotating towards. More... | |
float | SlopeActualRotation [get] |
If slopes are on this is the rotation we are currently on. More... | |
float | PreviousRotation [get] |
If slopes are on this is the rotation we were at last frame. More... | |
float | IgnoredSlope [get, set] |
Gets the ignored slope. The ignored slope is used primary for internal physics calculations and is the largest slope that was ignored by the side colliders last frame. More... | |
float | MinSideAngle [get] |
Gets the minimum angle at which geometry is considered a wall. More... | |
int | ZLayer [get, set] |
Gets or sets the characters current z layer. More... | |
bool | Grounded [get] |
Returns true if we are grounded or false otherwise. More... | |
int | GroundLayer [get] |
If grounded this is the layer of the ground. Undefined if not grounded. More... | |
float | Gravity [get] |
Gravity currently acting on the character. More... | |
float | Friction [get, set] |
Gets the friction. More... | |
Events | |
System.EventHandler< AnimationEventArgs > | ChangeAnimationState |
Event for anmation state changes. More... | |
System.EventHandler< DamageInfoEventArgs > | Damaged |
Event for damage. More... | |
System.EventHandler< DamageInfoEventArgs > | Died |
Event for death. More... | |
System.EventHandler< DamageInfoEventArgs > | Collided |
Event for being hit but not damaged. More... | |
System.EventHandler< DamageInfoEventArgs > | CharacterDamaged |
Event for damaging a character. More... | |
System.EventHandler< EmptyEventArgs > | MovementHasCompleted |
Event sent when current movement completes. More... | |
System.EventHandler< EnemyAIEventArgs > | EnemyAIEvent |
A generic event sent by an enemy AI. More... | |
![]() | |
System.EventHandler< AnimationEventArgs > | ChangeAnimationState |
Event for anmation state changes. More... | |
Base class for an enemy.
|
virtual |
Adds an animation override. NOTE: Currently only one override is supported at a time. Note overrides are used to refer to an animator or layer override (depending on animation type) not forcing the override of a single animation which is done with ForceAnimation().
overrideState | Override State, null values iwll be ignored. |
|
virtual |
Adds a collider to the list of ignored colliders.
collider | Collider. |
|
virtual |
Adds velocity.
x | The velocity to add to x. |
y | The velocity to add to y. |
|
protectedvirtual |
Custom persistable implementation. Override to customise.
data | Data. |
Reimplemented from PlatformerPro.PersistableObject.
|
virtual |
Applies the feet collisions.
Reimplemented in PlatformerPro.RotatingEnemy.
|
virtual |
Applies the gravity.
|
virtual |
Applies the Side collisions.
|
virtual |
Called when the enemies current attack finished
|
virtual |
Damage the enemy with the specified damage information.
info | The damage info. |
Reimplemented in PlatformerPro.SequenceDrivenEnemy.
|
protectedvirtual |
Decides on the next movement. Extracted out so it can be easily overriden.
Reimplemented in PlatformerPro.SequenceDrivenEnemy.
|
virtual |
Kill the enemy.
info | Info. |
|
protectedvirtual |
Does the base collisions.
|
protectedvirtual |
Run each frame to determine and execute move.
Reimplemented in PlatformerPro.SequenceDrivenEnemy, and PlatformerPro.RotatingEnemy.
|
protectedvirtual |
Handles the will exit scene event. used to save data.
|
virtual |
Heal the enemy by the specified amount.
amount | Amount. |
|
virtual |
Called when the enemy hits the character causing damage.
character | Character. |
info | Damage info. |
|
virtual |
Check if a given collider should be ignored in collisions.
true
if this instance is ignoring he specified collider; otherwise, false
.collider | Collider. |
Implements PlatformerPro.IMob.
|
virtual |
Makes the enemy invulnerable for the given number of settings.
invulnerableTime | Invulnerable time in seconds. |
|
virtual |
Makes the enemy vulnerable.
|
virtual |
Called when a compeletable movement finishes.
Reimplemented in PlatformerPro.SequenceDrivenEnemy.
|
virtual |
Raises the change animation state event. This version is public as it just triggers an update not a change.
|
protectedvirtual |
Raises the change animation state event.
state | Current state. |
previousState | Previous state. |
|
protectedvirtual |
Raises the change animation state event.
state | Current state. |
previousState | Previous state. |
priority | Animaton state priority. |
|
protectedvirtual |
Raises the hit character event.
info | Damage info. |
|
protectedvirtual |
Raises the collided event.
info | Info. |
|
protectedvirtual |
Raises the damaged event.
info | Info. |
|
protectedvirtual |
Raises the died event.
info | Info. |
|
virtual |
Raises an enemy AI event.
|
protectedvirtual |
Raises the MovementHasCompleted Event.
|
protectedvirtual |
Set up the character
Reimplemented from PlatformerPro.PersistableObject.
Reimplemented in PlatformerPro.SequenceDrivenEnemy, and PlatformerPro.RotatingEnemy.
|
virtual |
Removes an animation override. NOTE: Currently only one override is supported at a time.
overrideState | Override State, will be removed if it matches current value. |
|
virtual |
Removes a collider from the list of ignored colliders.
collider | Collider. |
|
virtual |
Reset this instance.
|
protectedvirtual |
Gets the extra persistence data which is used to save enemy state. NOTE: Generally you should override ExtraPersistenceData to save a different set of data.
|
virtual |
Heal the enemy by the specified amount.
amount | Amount. |
|
protectedvirtual |
Sets the persistence defaults.
Reimplemented from PlatformerPro.PersistableObject.
|
virtual |
|
virtual |
|
protectedvirtual |
Switches left and right collider direction and flips position of all colliders about y axis.
|
virtual |
Call this to switch the direction of all associated movements.
|
virtual |
Translate the character by the supplied amount.
x | The x amount. |
y | The y amount. |
applyYTransformsInWorldSpace | Should Y transforms be in world space instead of realtive to the character position? Default is true. |
Implements PlatformerPro.IMob.
|
protected |
Is this enemy active?
|
protected |
A cached animation event args that we update so we don't need to allocate.
|
protected |
The enemies current animation state.
bool PlatformerPro.Enemy.characterCanFall |
Does the character fall if there is no platform below it?
|
protected |
If gravity comes from a character reference this is the gravity we are using.
|
protected |
If we switch colliders when the character turns this is the list of transforms of Collider2D's to switch.
bool PlatformerPro.Enemy.continueMovementOnDamage |
If true the movement system will control damage. Generally used for Graph based enemy AI.
bool PlatformerPro.Enemy.continueMovementOnFall |
Should movements keep moving while falling.
|
protected |
The direction currently faced. Used for switch collider calculations and for AI that needs actual facing direction.
|
protected |
The current target.
float PlatformerPro.Enemy.customGravity = -15f |
Custom gravity.
|
protected |
Cached copy of damage event args to save on allocations.
|
protected |
Reference to the class that controls the enemy damage movement.
float PlatformerPro.Enemy.damageTime = 0.5f |
How long the enemy in the damaged movement after being hit.
|
protected |
Reference to the class that controls the enemy death movement.
|
staticprotected |
Default side look ahead.
bool PlatformerPro.Enemy.detectSideCollisions |
Does the character detect side collisions?
|
protected |
The enemy ai (can be null meaning only movements will control the character).
bool PlatformerPro.Enemy.enemyInteractsWithPlatforms |
Does this enemy interact with platforms?
PersistableEnemyType PlatformerPro.Enemy.enemyPersistenceImplementation |
How do we implement the persistence settings.
float PlatformerPro.Enemy.feetHeight |
If the cahracter can fall where are its feet in y?
float PlatformerPro.Enemy.feetWidth |
If the cahracter can fall where are its feet in x (offset from centre)?
LayerMask PlatformerPro.Enemy.geometryLayerMask |
The layers that are considered when working out collisions. i.e. the things we can't move through.
|
protected |
Is the enemy grounded.
float PlatformerPro.Enemy.groundedLookAhead |
How far do we look ahead when determining if we are grounded.
int PlatformerPro.Enemy.health = 1 |
Enemies health.
|
protected |
A list of colliders to ingore during collisions.
|
protected |
The angle of the ignored slope.
float PlatformerPro.Enemy.invulnerableTime = 0.5f |
How long the enemy is invulnerable to damage after being hit.
|
protected |
Timer for invulnerability. Character is invulnerable when this is greater than zero.
RaycastHit2D [] PlatformerPro.Enemy.leftFeetCollisions |
Stores left foot collissions.
|
protected |
The left foot collider.
|
protected |
The left side collider.
|
staticprotected |
Max slope an enemy will calcualte/walk on
|
protected |
Reference to the class that controls the enemy movement.
|
protected |
Cached copy of the enemies transform.
|
protected |
The enemies current animation overridestate.
|
protected |
Stores the aprent platform if we have one.
|
protected |
The platform collision arguments.
RaycastHit2D [] PlatformerPro.Enemy.rightFeetCollisions |
Stores right foot collissions.
|
protected |
The right foot collider.
|
protected |
The right side collider.
float PlatformerPro.Enemy.sideHeight |
The height of the side collisions.
float PlatformerPro.Enemy.sideWidth |
The width of the side collisions.
int PlatformerPro.Enemy.startFacingDirection = 1 |
The facing direction on start. Typically 1 or -1.
bool PlatformerPro.Enemy.switchCollidersOnDirectionChange |
Should we switch colliders when the enemy changes direction (used for asymmetric characters).
bool PlatformerPro.Enemy.switchDirectionOnSideHit |
If the charcter runs in to the wall should it switch direciton on all movements?
float PlatformerPro.Enemy.terminalVelocity = -15f |
Maximum fall speed (note that any individual movement may override this if it wants to).
bool PlatformerPro.Enemy.useCharacterGravity |
Should we use the characters gravity or a custom one.
bool PlatformerPro.Enemy.useDefaultPersistence |
Does this Item get persistence defaults form the Game manager?
|
get |
|
getprotected set |
The enemies current animation state.
|
get |
Gets the current movement or null if no movement is acgtive (for example when falling with continueMovementOnFall off).
|
getset |
The current target.
|
get |
The current targets position or enemies position if no target found.
|
getprotected |
Gets the extra persistence data.
The extra persistence data.
|
get |
Gets the extra persistence data in object form which is used to save enemy state.
|
get |
Returns the direction the enemy is facing. 0 for none, 1 for right, -1 for left.
|
getset |
Gets the friction.
The friction.
|
get |
Gravity for this enemy
|
get |
Returns true if we are grounded or false otherwise.
|
getprotected set |
Returns true if we are grounded on the left foot.
|
getprotected set |
Returns true if we are grounded on the left foot.
|
getprotected set |
If grounded this is the layer of the ground. Undefined if not grounded.
|
get |
|
getset |
Gets the ignored slope. The ignored slope is used primary for internal physics calculations and is the largest slope that was ignored by the side colliders last frame.
|
get |
Is the character currently invulnerable?
The character.
|
get |
Returns the direction the character is facing, but if direction is currently 0 instead returns the direction last faced.
|
get |
Gets the minimum angle at which geometry is considered a wall.
|
getprotected set |
The enemies current animation override state.
|
getset |
The characters rotation in the previous frame.
|
getset |
The characters velocity in the previous frame.
|
get |
If slopes are on this is the rotation we are currently on.
|
getprotected set |
If slopes are on this is the rotation we are rotating towards.
|
getprotected set |
Health the enemy started with
|
getprotected set |
The current AI state.
The state.
|
get |
Gets cache copy of the transform.
|
getset |
The characters velocity.
|
getset |
Gets or sets the characters current z layer.
System.EventHandler<AnimationEventArgs> PlatformerPro.Enemy.ChangeAnimationState |
Event for anmation state changes.
System.EventHandler<DamageInfoEventArgs> PlatformerPro.Enemy.CharacterDamaged |
Event for damaging a character.
System.EventHandler<DamageInfoEventArgs> PlatformerPro.Enemy.Collided |
Event for being hit but not damaged.
System.EventHandler<DamageInfoEventArgs> PlatformerPro.Enemy.Damaged |
Event for damage.
System.EventHandler<DamageInfoEventArgs> PlatformerPro.Enemy.Died |
Event for death.
System.EventHandler<EnemyAIEventArgs> PlatformerPro.Enemy.EnemyAIEvent |
A generic event sent by an enemy AI.
System.EventHandler<EmptyEventArgs> PlatformerPro.Enemy.MovementHasCompleted |
Event sent when current movement completes.