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

Enemy movement which spawns a projectile and sets an animation override whilst patrolling back and forth. More...

Inheritance diagram for PlatformerPro.EnemyMovement_PatrolWithShoot:
PlatformerPro.EnemyMovement_SimpleShoot 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...
 
- Public Member Functions inherited from PlatformerPro.EnemyMovement_SimpleShoot
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...
 
virtual void FirePreparedProjectile ()
 Fired a previously prepared projectile. More...
 
override bool LosingControl ()
 Called when this movement is losing control. More...
 
- Public Member Functions inherited from PlatformerPro.EnemyMovement
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...
 
- 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

float rightOffset
 
float leftOffset
 The distance from starting position to the left extent. More...
 
float speed
 The speed the platform moves at. More...
 
bool bounceOnHit
 Will the enemy change direction when it hits the character? More...
 
- Public Attributes inherited from PlatformerPro.EnemyMovement_SimpleShoot
GameObject projectilePrefab
 The prefab to use for the projectile. More...
 
bool delayFire
 If true don't actually fire a project, just prepare it. Used so an animation event can trigger projectile firing. More...
 
float rateOfFire = 1.0f
 How often to shoot More...
 
float shootTime = 0.25f
 How often to shoot More...
 
int damageAmount
 The damage amount. More...
 
DamageType damageType
 The type of the damage. More...
 
string overrideName = "SHOOT"
 Name of the animation override More...
 
bool setAnimationState
 Should we set an animation state and override (true) or just an override (false). More...
 
AnimationState shootAnimationState = AnimationState.ATTACK_SHOOT
 Animation to use when shooting. More...
 
AnimationState idleAnimationState = AnimationState.IDLE
 Animation to use when not shooting. More...
 

Protected Attributes

float rightExtent
 The right extent. More...
 
float leftExtent
 The left extent. More...
 
- Protected Attributes inherited from PlatformerPro.EnemyMovement_SimpleShoot
float firingTimer
 When this is zero ... shoot! More...
 
ProjectileAimer projectileAimer
 Cached reference to a projectile aimer, or null if there is no aimer. More...
 
bool isShooting
 Are we currently shooting. More...
 
Projectile preparedProjectile
 Cached projectile ready to be fired by animation event. More...
 
Vector2 preparedDirection
 Cached projectile ready to be used when projectile fired by animation event. 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...
 
override AnimationState AnimationState [get]
 Gets the animation state that this movement wants to set. More...
 
override int FacingDirection [get]
 Returns the direction the character is facing. 0 for none, 1 for right, -1 for left. More...
 
- Properties inherited from PlatformerPro.EnemyMovement_SimpleShoot
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.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...
 

Additional Inherited Members

- Protected Member Functions inherited from PlatformerPro.EnemyMovement_SimpleShoot
virtual void DoShoot ()
 Do the shoot. More...
 
virtual IEnumerator ShootRoutine ()
 Fire projectile then temporarily set an animation override. More...
 
virtual void DoPrepare (Projectile projectile)
 Prepares a projectile ready for firing. More...
 

Detailed Description

Enemy movement which spawns a projectile and sets an animation override whilst patrolling back and forth.

Member Function Documentation

◆ DoMove()

override bool PlatformerPro.EnemyMovement_PatrolWithShoot.DoMove ( )
virtual

Moves the character.

Reimplemented from PlatformerPro.EnemyMovement.

◆ Init()

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

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

Reimplemented from PlatformerPro.EnemyMovement.

Member Data Documentation

◆ bounceOnHit

bool PlatformerPro.EnemyMovement_PatrolWithShoot.bounceOnHit

Will the enemy change direction when it hits the character?

◆ leftExtent

float PlatformerPro.EnemyMovement_PatrolWithShoot.leftExtent
protected

The left extent.

◆ leftOffset

float PlatformerPro.EnemyMovement_PatrolWithShoot.leftOffset

The distance from starting position to the left extent.

◆ rightExtent

float PlatformerPro.EnemyMovement_PatrolWithShoot.rightExtent
protected

The right extent.

◆ rightOffset

float PlatformerPro.EnemyMovement_PatrolWithShoot.rightOffset

The distance from starting position to the right extent.

◆ speed

float PlatformerPro.EnemyMovement_PatrolWithShoot.speed

The speed the platform moves at.

Property Documentation

◆ AnimationState

override AnimationState PlatformerPro.EnemyMovement_PatrolWithShoot.AnimationState
get

Gets the animation state that this movement wants to set.

◆ FacingDirection

override int PlatformerPro.EnemyMovement_PatrolWithShoot.FacingDirection
get

Returns the direction the character is facing. 0 for none, 1 for right, -1 for left.

◆ Info

new static MovementInfo PlatformerPro.EnemyMovement_PatrolWithShoot.Info
staticget

Static movement info used by the editor.


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