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Platformer Pro
2.3.2
A platform game kit for Unity.
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An enemy movement that simply runs in a given direction optionaly shotting projectiles. 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 | 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... | |
override void | SetDirection (Vector2 direction) |
Set the direction of the charge. More... | |
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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... | |
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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 | |
float | chasingSpeed = 3.0f |
How fast does enemy swim/fly when chasing. More... | |
float | returningSpeed = 2.0f |
How fast does enemy swim/fly when returning home. More... | |
float | turnLeeway = 0.25f |
Stops the enemy spinning on the spot when really close to the player. More... | |
LayerMask | detectionLayers |
Layers to check for characters. More... | |
float | detectionRange = 5.0f |
Range of the proximity sense. More... | |
float | travelRange = 10.0f |
How far enemy will chase player before giving up and returning home. More... | |
float | returnHomeTime = 2.0f |
If we are returning home don't look for character for this long. More... | |
GameObject | rotationPoint |
If non null this game object will be rotated to face the travel direction. More... | |
float | rotationSpeed = 180.0f |
How fast to rotate. More... | |
Vector3 | rotationOffset |
Offset from rotatino point about which we rotate. More... | |
LayerMask | geometryLayers |
Layers to check for geometry. More... | |
float | lookahead = 0.5f |
How far we look past characters transform when checking for geometry. More... | |
Protected Member Functions | |
virtual bool | CheckGeometry (Vector2 dir) |
virtual void | DoRotate (Vector2 dir) |
virtual bool | DetectTarget () |
Protected Attributes | |
Vector2 | initialPosition |
Home position. More... | |
Collider2D[] | proximityColliders |
Used to store results of detection overlap call. More... | |
RaycastHit2D[] | geometryHits |
Used to store results of geometry detection More... | |
Vector2 | currentChaseDirection |
Which way are we chasing. More... | |
float | returnHomeTimer |
The return home timer. More... | |
int | facingDirection |
Track the facing direction. More... | |
float | noMoveTime |
Tracks how long we have been blocked by geometry. More... | |
Vector2 | movement = Vector2.zero |
Direction we are moving in. 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 int | FacingDirection [get] |
Returns the direction the character is facing. 0 for none, 1 for right, -1 for left. More... | |
override AnimationState | AnimationState [get] |
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... | |
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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 that simply runs in a given direction optionaly shotting projectiles.
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protectedvirtual |
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protectedvirtual |
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virtual |
Moves the character.
Reimplemented from PlatformerPro.EnemyMovement.
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protectedvirtual |
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virtual |
Called when the enemy hits the character.
character | Character. |
info | Damage info. |
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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virtual |
Set the direction of the charge.
direction | Direction. |
Reimplemented from PlatformerPro.EnemyMovement.
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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 from PlatformerPro.EnemyMovement.
float PlatformerPro.EnemyMovement_FreeFollowTarget.chasingSpeed = 3.0f |
How fast does enemy swim/fly when chasing.
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protected |
Which way are we chasing.
LayerMask PlatformerPro.EnemyMovement_FreeFollowTarget.detectionLayers |
Layers to check for characters.
float PlatformerPro.EnemyMovement_FreeFollowTarget.detectionRange = 5.0f |
Range of the proximity sense.
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protected |
Track the facing direction.
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protected |
Used to store results of geometry detection
LayerMask PlatformerPro.EnemyMovement_FreeFollowTarget.geometryLayers |
Layers to check for geometry.
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protected |
Home position.
float PlatformerPro.EnemyMovement_FreeFollowTarget.lookahead = 0.5f |
How far we look past characters transform when checking for geometry.
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protected |
Direction we are moving in.
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protected |
Tracks how long we have been blocked by geometry.
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Used to store results of detection overlap call.
float PlatformerPro.EnemyMovement_FreeFollowTarget.returnHomeTime = 2.0f |
If we are returning home don't look for character for this long.
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protected |
The return home timer.
float PlatformerPro.EnemyMovement_FreeFollowTarget.returningSpeed = 2.0f |
How fast does enemy swim/fly when returning home.
Vector3 PlatformerPro.EnemyMovement_FreeFollowTarget.rotationOffset |
Offset from rotatino point about which we rotate.
GameObject PlatformerPro.EnemyMovement_FreeFollowTarget.rotationPoint |
If non null this game object will be rotated to face the travel direction.
float PlatformerPro.EnemyMovement_FreeFollowTarget.rotationSpeed = 180.0f |
How fast to rotate.
float PlatformerPro.EnemyMovement_FreeFollowTarget.travelRange = 10.0f |
How far enemy will chase player before giving up and returning home.
float PlatformerPro.EnemyMovement_FreeFollowTarget.turnLeeway = 0.25f |
Stops the enemy spinning on the spot when really close to the player.
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get |
Called by the enemy to switch (x) direction of the movement. Note that not all movements need to support this, they may do nothing.
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get |
Returns the direction the character is facing. 0 for none, 1 for right, -1 for left.
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staticget |
Static movement info used by the editor.