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

Enemy movement which just plays an animation which is mapped to enemy state. More...

Inheritance diagram for PlatformerPro.EnemyMovement_PlayAnimationOnly:
PlatformerPro.EnemyMovement PlatformerPro.ICompletableMovement 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...
 
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

List< EnemyStateToAnimationanimations
 Which animation state to play? More...
 
bool sendMoveComplete
 If true we will send a move complete to the enemy when the normalised time reaches 1.0f. Requires an Animator Reference. More...
 
Animator myAnimator
 Cached reference to the animator. More...
 
int facingDirection
 If this is set to non-zero then this animation will always face the given direction. Overruled by 'alwaysFaceTarget'. More...
 
bool alwaysFaceTarget
 If true we always face the target if we have one. More...
 
float faceTargetLeeway = 0.25f
 Leeway required before we change facing direction when facing target. More...
 

Protected Attributes

Dictionary< EnemyState, AnimationStatemappingLookup
 Cached dictionary of the mappings. 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]
 
- 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

Enemy movement which just plays an animation which is mapped to enemy state.

Member Function Documentation

◆ DoMove()

override bool PlatformerPro.EnemyMovement_PlayAnimationOnly.DoMove ( )
virtual

Moves the character.

Reimplemented from PlatformerPro.EnemyMovement.

◆ Init()

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

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

Reimplemented from PlatformerPro.EnemyMovement.

◆ LosingControl()

override bool PlatformerPro.EnemyMovement_PlayAnimationOnly.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.

Member Data Documentation

◆ alwaysFaceTarget

bool PlatformerPro.EnemyMovement_PlayAnimationOnly.alwaysFaceTarget

If true we always face the target if we have one.

◆ animations

List<EnemyStateToAnimation> PlatformerPro.EnemyMovement_PlayAnimationOnly.animations

Which animation state to play?

◆ faceTargetLeeway

float PlatformerPro.EnemyMovement_PlayAnimationOnly.faceTargetLeeway = 0.25f

Leeway required before we change facing direction when facing target.

◆ facingDirection

int PlatformerPro.EnemyMovement_PlayAnimationOnly.facingDirection

If this is set to non-zero then this animation will always face the given direction. Overruled by 'alwaysFaceTarget'.

◆ mappingLookup

Dictionary<EnemyState, AnimationState> PlatformerPro.EnemyMovement_PlayAnimationOnly.mappingLookup
protected

Cached dictionary of the mappings.

◆ myAnimator

Animator PlatformerPro.EnemyMovement_PlayAnimationOnly.myAnimator

Cached reference to the animator.

◆ sendMoveComplete

bool PlatformerPro.EnemyMovement_PlayAnimationOnly.sendMoveComplete

If true we will send a move complete to the enemy when the normalised time reaches 1.0f. Requires an Animator Reference.

Property Documentation

◆ AnimationState

override AnimationState PlatformerPro.EnemyMovement_PlayAnimationOnly.AnimationState
get

Gets the animation state that this movement wants to set.

◆ FacingDirection

override int PlatformerPro.EnemyMovement_PlayAnimationOnly.FacingDirection
get

◆ Info

new static MovementInfo PlatformerPro.EnemyMovement_PlayAnimationOnly.Info
staticget

Static movement info used by the editor.


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