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

An enemy movement that moves directly to a position. More...

Inheritance diagram for PlatformerPro.EnemyMovement_MoveToPosition:
PlatformerPro.EnemyMovement PlatformerPro.ICompletableMovement PlatformerPro.PlatformerProMonoBehaviour

Public Member Functions

override bool DoMove ()
 Does the movement. More...
 
override void GainingControl ()
 Called when this movement is gaining control. More...
 
override bool LosingControl ()
 Called when this movement is losing control. More...
 
virtual void MoveComplete (IMob target, Vector2 finalPosition)
 Callback for when move is done. More...
 
- Public Member Functions inherited from PlatformerPro.EnemyMovement
virtual EnemyMovement Init (Enemy enemy)
 Initialise this movement and return a reference to the ready to use movement. More...
 
virtual void DoDamage (DamageInfo info)
 Do the damage movement More...
 
virtual void DoDeath (DamageInfo info)
 Do the death movement 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

Vector2 targetPosition
 TTarget position in world space. More...
 
float moveSpeed
 Speed to move towards the target at. More...
 
TweenMode tweenMode
 Any tweening to apply. More...
 

Protected Attributes

IMobPositionTweener tweener
 Tweener which handles any moves. More...
 
bool tweenStarted
 Has tween started? More...
 
- Protected Attributes inherited from PlatformerPro.EnemyMovement
Enemy enemy
 Cached reference to the character. More...
 

Properties

new static MovementInfo Info [get]
 Static movement info used by the editor. 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

An enemy movement that moves directly to a position.

Member Function Documentation

◆ DoMove()

override bool PlatformerPro.EnemyMovement_MoveToPosition.DoMove ( )
virtual

Does the movement.

Reimplemented from PlatformerPro.EnemyMovement.

◆ GainingControl()

override void PlatformerPro.EnemyMovement_MoveToPosition.GainingControl ( )
virtual

Called when this movement is gaining control.

Reimplemented from PlatformerPro.EnemyMovement.

◆ LosingControl()

override bool PlatformerPro.EnemyMovement_MoveToPosition.LosingControl ( )
virtual

Called when this movement is losing control.

Returns
true, if a final animation is being played and control should not revert false otherwise.

Reimplemented from PlatformerPro.EnemyMovement.

◆ MoveComplete()

virtual void PlatformerPro.EnemyMovement_MoveToPosition.MoveComplete ( IMob  target,
Vector2  finalPosition 
)
virtual

Callback for when move is done.

Member Data Documentation

◆ moveSpeed

float PlatformerPro.EnemyMovement_MoveToPosition.moveSpeed

Speed to move towards the target at.

◆ targetPosition

Vector2 PlatformerPro.EnemyMovement_MoveToPosition.targetPosition

TTarget position in world space.

◆ tweener

IMobPositionTweener PlatformerPro.EnemyMovement_MoveToPosition.tweener
protected

Tweener which handles any moves.

◆ tweenMode

TweenMode PlatformerPro.EnemyMovement_MoveToPosition.tweenMode

Any tweening to apply.

◆ tweenStarted

bool PlatformerPro.EnemyMovement_MoveToPosition.tweenStarted
protected

Has tween started?

Property Documentation

◆ Info

new static MovementInfo PlatformerPro.EnemyMovement_MoveToPosition.Info
staticget

Static movement info used by the editor.


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