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Platformer Pro
2.3.2
A platform game kit for Unity.
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Enemy damage movement which freezes when hit by a certain kind of damage, and reverts to another damage movement otherwise. More...
Public Member Functions | |
override EnemyMovement | Init (Enemy enemy) |
Initialise this movement and return a reference to the ready to use movement. More... | |
override bool | DoMove () |
Moves the character. More... | |
override void | DoDamage (DamageInfo info) |
Do the damaged movement More... | |
override void | DoDeath (DamageInfo info) |
Do the death movement More... | |
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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... | |
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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... | |
Public Attributes | |
DamageType | freezeDamageType = DamageType.COLD |
Which animation state to play when dead? More... | |
float | freezeTime = 1.0f |
How long we freeze for. More... | |
AnimationState | frozenState = AnimationState.HURT_OTHER_3 |
Which animation state to play when frozen? More... | |
EnemyDeathMovement | damageMovement |
If damage isn't cold type damage give control to this movement. More... | |
Protected Attributes | |
float | frozenTimer |
Tracks the character being frozen. More... | |
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Enemy | enemy |
Cached reference to the character. More... | |
Properties | |
override DamageMovementType | damageMovementType [get] |
This movement can't be used for death. More... | |
override bool | ExtendInvulnerableTime [get] |
Allow damage movement to extend invulnerable time (e.g. if enemy is frozen). More... | |
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... | |
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virtual DamageMovementType | damageMovementType [get] |
What does this death movement respond to? More... | |
virtual bool | ExtendInvulnerableTime [get] |
Allow damage movement to extend invulnerable time (e.g. if enemy is frozen). More... | |
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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... | |
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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... | |
Enemy damage movement which freezes when hit by a certain kind of damage, and reverts to another damage movement otherwise.
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virtual |
Do the damaged movement
Reimplemented from PlatformerPro.EnemyMovement.
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virtual |
Do the death movement
Reimplemented from PlatformerPro.EnemyMovement.
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virtual |
Moves the character.
Reimplemented from PlatformerPro.EnemyMovement.
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virtual |
Initialise this movement and return a reference to the ready to use movement.
Reimplemented from PlatformerPro.EnemyMovement.
EnemyDeathMovement PlatformerPro.EnemyMovement_Damage_Freeze.damageMovement |
If damage isn't cold type damage give control to this movement.
DamageType PlatformerPro.EnemyMovement_Damage_Freeze.freezeDamageType = DamageType.COLD |
Which animation state to play when dead?
float PlatformerPro.EnemyMovement_Damage_Freeze.freezeTime = 1.0f |
How long we freeze for.
AnimationState PlatformerPro.EnemyMovement_Damage_Freeze.frozenState = AnimationState.HURT_OTHER_3 |
Which animation state to play when frozen?
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protected |
Tracks the character being frozen.
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get |
Gets the animation state that this movement wants to set.
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get |
This movement can't be used for death.
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get |
Allow damage movement to extend invulnerable time (e.g. if enemy is frozen).
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staticget |
Static movement info used by the editor.