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

This is the basic behaviour from which all enemy movement behaviours are derived. To create your own enemy movement extend this class. More...

Inheritance diagram for PlatformerPro.EnemyMovement:
PlatformerPro.PlatformerProMonoBehaviour PlatformerPro.EnemyDeathMovement PlatformerPro.EnemyMovement_Charge PlatformerPro.EnemyMovement_Distributor PlatformerPro.EnemyMovement_FlyUpAndDown PlatformerPro.EnemyMovement_FreeFollowTarget PlatformerPro.EnemyMovement_HideWithDeploy PlatformerPro.EnemyMovement_MeleeAttack PlatformerPro.EnemyMovement_MoveToPosition PlatformerPro.EnemyMovement_Patrol PlatformerPro.EnemyMovement_PlayAnimationOnly PlatformerPro.EnemyMovement_ShowDialog PlatformerPro.EnemyMovement_SimpleShoot PlatformerPro.EnemyMovement_VerticalSnapper PlatformerPro.EnemyMovement_WaypointMover

Public Member Functions

virtual EnemyMovement Init (Enemy enemy)
 Initialise this movement and return a reference to the ready to use movement. More...
 
virtual bool DoMove ()
 Does the movement. More...
 
virtual void DoDamage (DamageInfo info)
 Do the damage movement More...
 
virtual void DoDeath (DamageInfo info)
 Do the death movement More...
 
virtual void GainingControl ()
 Called when this movement is gaining control. More...
 
virtual bool LosingControl ()
 Called when this movement is losing control. More...
 
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...
 
virtual void HitCharacter (Character character, DamageInfo info)
 Called when the enemy hits the character. More...
 
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...
 
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...
 
- 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...
 

Protected Attributes

Enemy enemy
 Cached reference to the character. More...
 

Properties

virtual AnimationState AnimationState [get]
 Gets the animation state that this movement wants to set. More...
 
virtual string OverrideState [get]
 Gets the animation override state that this movement wants to set. More...
 
virtual int FacingDirection [get]
 Returns the direction the character is facing. 0 for none, 1 for right, -1 for left. More...
 
virtual bool ShouldSnapToGround [get]
 If we are grounded shoudl we snap to the ground. Helps us handle slopes. More...
 
static MovementInfo Info [get]
 Static movement info used by the editor. 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

This is the basic behaviour from which all enemy movement behaviours are derived. To create your own enemy movement extend this class.

Member Function Documentation

◆ CheckForEdge()

virtual bool PlatformerPro.EnemyMovement.CheckForEdge ( int  movementDirection)
virtual

Uses the Enemies feet colliders to see if there is nothing below the enemy, and if so returns true.

Returns

◆ DoDamage()

◆ DoDeath()

◆ DoMove()

◆ GainingControl()

virtual void PlatformerPro.EnemyMovement.GainingControl ( )
virtual

Called when this movement is gaining control.

Reimplemented in PlatformerPro.EnemyMovement_WaypointMover, and PlatformerPro.EnemyMovement_MoveToPosition.

◆ HitCharacter()

virtual void PlatformerPro.EnemyMovement.HitCharacter ( Character  character,
DamageInfo  info 
)
virtual

◆ Init()

◆ LosingControl()

virtual bool PlatformerPro.EnemyMovement.LosingControl ( )
virtual

◆ SetDirection()

virtual void PlatformerPro.EnemyMovement.SetDirection ( Vector2  direction)
virtual

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.

Parameters
directionDirection.

Reimplemented in PlatformerPro.EnemyMovement_Patrol, PlatformerPro.EnemyMovement_FreeFollowTarget, PlatformerPro.EnemyMovement_ChargeAtTarget, and PlatformerPro.EnemyMovement_Charge.

◆ SwitchDirection()

virtual void PlatformerPro.EnemyMovement.SwitchDirection ( )
virtual

Called by the enemy to switch (x) direction of the movement. Note that not all movements need to support this, they may do nothing.

Reimplemented in PlatformerPro.EnemyMovement_VerticalSnapper, PlatformerPro.EnemyMovement_Patrol, PlatformerPro.EnemyMovement_FreeFollowTarget, PlatformerPro.EnemyMovement_Distributor, PlatformerPro.EnemyMovement_ChargeAtTarget, and PlatformerPro.EnemyMovement_Charge.

Member Data Documentation

◆ enemy

Enemy PlatformerPro.EnemyMovement.enemy
protected

Cached reference to the character.

Property Documentation

◆ AnimationState

virtual AnimationState PlatformerPro.EnemyMovement.AnimationState
get

Gets the animation state that this movement wants to set.

◆ FacingDirection

virtual int PlatformerPro.EnemyMovement.FacingDirection
get

Returns the direction the character is facing. 0 for none, 1 for right, -1 for left.

◆ Info

MovementInfo PlatformerPro.EnemyMovement.Info
staticget

Static movement info used by the editor.

◆ OverrideState

virtual string PlatformerPro.EnemyMovement.OverrideState
get

Gets the animation override state that this movement wants to set.

◆ ShouldSnapToGround

virtual bool PlatformerPro.EnemyMovement.ShouldSnapToGround
get

If we are grounded shoudl we snap to the ground. Helps us handle slopes.

true if should snap to ground; otherwise, false.


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