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

Same as a charge with an optional bounce. More...

Inheritance diagram for PlatformerPro.EnemyMovement_ChargeWithBounce:
PlatformerPro.EnemyMovement_Charge PlatformerPro.EnemyMovement PlatformerPro.PlatformerProMonoBehaviour

Public Member Functions

override bool DoMove ()
 Moves the character. More...
 
- Public Member Functions inherited from PlatformerPro.EnemyMovement_Charge
override EnemyMovement Init (Enemy enemy)
 Initialise this movement and return a reference to the ready to use movement. More...
 
override void HitCharacter (Character character, DamageInfo info)
 Called when the enemy hits the character. More...
 
override 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 void FirePreparedProjectile ()
 Fired a previously prepared projectile. More...
 
override void SetDirection (Vector2 direction)
 Set the direction of the charge. More...
 
- Public Member Functions inherited from PlatformerPro.EnemyMovement
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 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...
 

Public Attributes

float bounceSpeed
 The speed to set when we jump. More...
 
- Public Attributes inherited from PlatformerPro.EnemyMovement_Charge
float speed
 The speed the platform moves at. More...
 
bool bounceOnHit
 Will the enemy change direction when it hits the character? More...
 
bool walkOffEdges = true
 Will the enemy change direction when it finds an edge? More...
 
float rateOfFire = 2.0f
 How often to shoot More...
 
float shootTime = 0.25f
 How often to shoot More...
 
GameObject projectilePrefab
 The prefab to use for the projectile. More...
 
int damageAmount
 The damage amount. More...
 
DamageType damageType
 The type of the damage. More...
 
bool delayFire
 If true don't actually fire a project, just prepare it. Used so an animation event can trigger projectile firing. More...
 
AnimationState animationState = AnimationState.WALK
 The animation state to set while charging. More...
 

Protected Attributes

bool hasLeftGround = true
 Track if we have left the ground so we don't apply bounce force more than once. More...
 
- Protected Attributes inherited from PlatformerPro.EnemyMovement_Charge
float firingTimer
 When this is zero ... shoot! More...
 
ProjectileAimer projectileAimer
 Cached reference to a projectile aimer, or null if there is no aimer. More...
 
Projectile preparedProjectile
 Cached projectile ready to be fired by animation event. More...
 
Vector2 preparedDirection
 Cached direction ready to be used when projectile fired by animation event. More...
 
Vector2 preparedOffset
 Cached offset ready to be used when projectile fired by animation event. More...
 
- Protected Attributes inherited from PlatformerPro.EnemyMovement
Enemy enemy
 Cached reference to the character. More...
 

Additional Inherited Members

- Protected Member Functions inherited from PlatformerPro.EnemyMovement_Charge
virtual void DoShoot ()
 Do the shoot. More...
 
virtual IEnumerator ShootRoutine ()
 
virtual void DoPrepare (Projectile projectile)
 Prepares a projectile ready for firing. More...
 
- Static Protected Attributes inherited from PlatformerPro.EnemyMovement_Charge
const string overrideName = "SHOOT"
 Name of the animation override More...
 
- Properties inherited from PlatformerPro.EnemyMovement_Charge
new static MovementInfo Info [get]
 Static movement info used by the editor. More...
 
override AnimationState AnimationState [get]
 Gets the animation state that this movement wants to set. More...
 
override int FacingDirection [get]
 Returns the direction the character is facing. 0 for none, 1 for right, -1 for left. More...
 
- Properties inherited from PlatformerPro.EnemyMovement
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

Same as a charge with an optional bounce.

Member Function Documentation

◆ DoMove()

override bool PlatformerPro.EnemyMovement_ChargeWithBounce.DoMove ( )
virtual

Moves the character.

Reimplemented from PlatformerPro.EnemyMovement_Charge.

Member Data Documentation

◆ bounceSpeed

float PlatformerPro.EnemyMovement_ChargeWithBounce.bounceSpeed

The speed to set when we jump.

◆ hasLeftGround

bool PlatformerPro.EnemyMovement_ChargeWithBounce.hasLeftGround = true
protected

Track if we have left the ground so we don't apply bounce force more than once.


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