Enemy death movement.
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virtual EnemyMovement | Init (Enemy enemy) |
| Initialise this movement and return a reference to the ready to use movement. More...
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virtual bool | DoMove () |
| Does the movement. More...
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virtual void | DoDamage (DamageInfo info) |
| Do the damage movement More...
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virtual void | DoDeath (DamageInfo info) |
| Do the death movement More...
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virtual void | GainingControl () |
| Called when this movement is gaining control. More...
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virtual bool | LosingControl () |
| Called when this movement is losing control. More...
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virtual void | SetDirection (Vector2 direction) |
| Often a movement will need some kind of direction information such as where the cahracter is in relation to the enemy. Use this to set that information. Note there is no specific rule for what that information is, it could be anything. More...
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virtual void | HitCharacter (Character character, DamageInfo info) |
| Called when the enemy hits the character. More...
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virtual void | SwitchDirection () |
| Called by the enemy to switch (x) direction of the movement. Note that not all movements need to support this, they may do nothing. More...
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virtual bool | CheckForEdge (int movementDirection) |
| Uses the Enemies feet colliders to see if there is nothing below the enemy, and if so returns true. More...
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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...
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Enemy | enemy |
| Cached reference to the character. More...
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◆ damageMovementType
What does this death movement respond to?
- Returns
◆ ExtendInvulnerableTime
virtual bool PlatformerPro.EnemyDeathMovement.ExtendInvulnerableTime |
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get |
Allow damage movement to extend invulnerable time (e.g. if enemy is frozen).
- Returns
The documentation for this class was generated from the following file: