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Platformer Pro
2.3.2
A platform game kit for Unity.
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Enemy movement which hides the enemy and plays a deploy/undeploy animation. 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 bool | LosingControl () |
Called when this movement is losing control. In this case we want to play the deploy animation to bring us back to ready state. 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 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 | |
float | deployTime = 0.5f |
The deploy time. More... | |
bool | disableHurtBox |
Should we also remove hazards when hiding? More... | |
bool | makeInvulnerable = true |
If true character will be invulnerable while hidng. More... | |
bool | removeHazards |
Should we also remove hazards when hiding? More... | |
AnimationState | defaultAnimationState = AnimationState.IDLE |
The animation state to play if no hiding or deploying is happening. More... | |
float | delayForRenablingHazard = 0.0f |
How long to wait before enabling hazard collider. Its often useful to wait a moment after hiding before making the hazards cause damage, particualrly if there is no deploy time. More... | |
Protected Types | |
enum class | LocalState { DEPLOYED , DEPLOYING , HIDING , UNDEPLOYING } |
Protected Member Functions | |
IEnumerator | EnableHazardAfterDelay () |
Delay the enabling of the hazard. More... | |
Protected Attributes | |
LocalState | state = LocalState.DEPLOYED |
Track our internal state. More... | |
float | deployTimer |
The deploy timer. More... | |
Collider2D | hurtCollider |
The hurt box collider. More... | |
Collider2D | hazardCollider |
The hazard collider. 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 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 movement which hides the enemy and plays a deploy/undeploy animation.
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strongprotected |
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virtual |
Moves the character.
Reimplemented from PlatformerPro.EnemyMovement.
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protected |
Delay the enabling of the hazard.
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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 |
Called when this movement is losing control. In this case we want to play the deploy animation to bring us back to ready state.
false
Reimplemented from PlatformerPro.EnemyMovement.
AnimationState PlatformerPro.EnemyMovement_HideWithDeploy.defaultAnimationState = AnimationState.IDLE |
The animation state to play if no hiding or deploying is happening.
float PlatformerPro.EnemyMovement_HideWithDeploy.delayForRenablingHazard = 0.0f |
How long to wait before enabling hazard collider. Its often useful to wait a moment after hiding before making the hazards cause damage, particualrly if there is no deploy time.
float PlatformerPro.EnemyMovement_HideWithDeploy.deployTime = 0.5f |
The deploy time.
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protected |
The deploy timer.
bool PlatformerPro.EnemyMovement_HideWithDeploy.disableHurtBox |
Should we also remove hazards when hiding?
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protected |
The hazard collider.
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protected |
The hurt box collider.
bool PlatformerPro.EnemyMovement_HideWithDeploy.makeInvulnerable = true |
If true character will be invulnerable while hidng.
bool PlatformerPro.EnemyMovement_HideWithDeploy.removeHazards |
Should we also remove hazards when hiding?
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protected |
Track our internal state.
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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.