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

Enemy damage movement which freezes when hit by a certain kind of damage, and reverts to another damage movement otherwise. More...

Inheritance diagram for PlatformerPro.EnemyMovement_Damage_Freeze:
PlatformerPro.EnemyDeathMovement PlatformerPro.EnemyMovement PlatformerPro.PlatformerProMonoBehaviour

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...
 
- Public Member Functions inherited from PlatformerPro.EnemyMovement
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...
 

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...
 
- Protected Attributes inherited from PlatformerPro.EnemyMovement
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...
 
- Properties inherited from PlatformerPro.EnemyDeathMovement
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...
 
- 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

Enemy damage movement which freezes when hit by a certain kind of damage, and reverts to another damage movement otherwise.

Member Function Documentation

◆ DoDamage()

override void PlatformerPro.EnemyMovement_Damage_Freeze.DoDamage ( DamageInfo  info)
virtual

Do the damaged movement

Reimplemented from PlatformerPro.EnemyMovement.

◆ DoDeath()

override void PlatformerPro.EnemyMovement_Damage_Freeze.DoDeath ( DamageInfo  info)
virtual

Do the death movement

Reimplemented from PlatformerPro.EnemyMovement.

◆ DoMove()

override bool PlatformerPro.EnemyMovement_Damage_Freeze.DoMove ( )
virtual

Moves the character.

Reimplemented from PlatformerPro.EnemyMovement.

◆ Init()

override EnemyMovement PlatformerPro.EnemyMovement_Damage_Freeze.Init ( Enemy  enemy)
virtual

Initialise this movement and return a reference to the ready to use movement.

Reimplemented from PlatformerPro.EnemyMovement.

Member Data Documentation

◆ damageMovement

EnemyDeathMovement PlatformerPro.EnemyMovement_Damage_Freeze.damageMovement

If damage isn't cold type damage give control to this movement.

◆ freezeDamageType

DamageType PlatformerPro.EnemyMovement_Damage_Freeze.freezeDamageType = DamageType.COLD

Which animation state to play when dead?

◆ freezeTime

float PlatformerPro.EnemyMovement_Damage_Freeze.freezeTime = 1.0f

How long we freeze for.

◆ frozenState

AnimationState PlatformerPro.EnemyMovement_Damage_Freeze.frozenState = AnimationState.HURT_OTHER_3

Which animation state to play when frozen?

◆ frozenTimer

float PlatformerPro.EnemyMovement_Damage_Freeze.frozenTimer
protected

Tracks the character being frozen.

Property Documentation

◆ AnimationState

override AnimationState PlatformerPro.EnemyMovement_Damage_Freeze.AnimationState
get

Gets the animation state that this movement wants to set.

◆ damageMovementType

override DamageMovementType PlatformerPro.EnemyMovement_Damage_Freeze.damageMovementType
get

This movement can't be used for death.

◆ ExtendInvulnerableTime

override bool PlatformerPro.EnemyMovement_Damage_Freeze.ExtendInvulnerableTime
get

Allow damage movement to extend invulnerable time (e.g. if enemy is frozen).

Returns

◆ Info

new static MovementInfo PlatformerPro.EnemyMovement_Damage_Freeze.Info
staticget

Static movement info used by the editor.


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