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Platformer Pro
2.3.2
A platform game kit for Unity.
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An enemy movement thatapplies a force on damage or death. 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 enemy. 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 | |
Vector2 | forceMultiplier |
How much force to apply. More... | |
float | drag |
Drag to apply in X. More... | |
bool | fixedForceInX |
If true just apply force in direction of x, ignoring extent of x damage direction. More... | |
bool | fixedForceInY |
If true just apply y force directly, ignoring y extent and direction form damage info. More... | |
bool | cancelOnGrounded |
If true lose control when hitting the ground. More... | |
float | destroyDelay |
On death the GameObject will be destroyed after this many seconds. More... | |
Protected Member Functions | |
void | SetUpExplosionForce (DamageInfo info) |
IEnumerator | DestroyAfterDelay () |
Wait a while then destroy the enemy. More... | |
Protected Attributes | |
Vector2 | explosionForce |
The explosion force. More... | |
bool | isDeath |
Track if this is a death movement More... | |
bool | hasLeftGround |
Have we left the ground? More... | |
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Enemy | enemy |
Cached reference to the character. More... | |
Properties | |
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... | |
An enemy movement thatapplies a force on damage or death.
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protected |
Wait a while then destroy the enemy.
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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 enemy.
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.
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protected |
bool PlatformerPro.EnemyMovement_Damaged_Knockback.cancelOnGrounded |
If true lose control when hitting the ground.
float PlatformerPro.EnemyMovement_Damaged_Knockback.destroyDelay |
On death the GameObject will be destroyed after this many seconds.
float PlatformerPro.EnemyMovement_Damaged_Knockback.drag |
Drag to apply in X.
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protected |
The explosion force.
bool PlatformerPro.EnemyMovement_Damaged_Knockback.fixedForceInX |
If true just apply force in direction of x, ignoring extent of x damage direction.
bool PlatformerPro.EnemyMovement_Damaged_Knockback.fixedForceInY |
If true just apply y force directly, ignoring y extent and direction form damage info.
Vector2 PlatformerPro.EnemyMovement_Damaged_Knockback.forceMultiplier |
How much force to apply.
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protected |
Have we left the ground?
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protected |
Track if this is a death movement
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get |
Gets the animation state that this movement wants to set.
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staticget |
Static movement info used by the editor.