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Platformer Pro
2.3.2
A platform game kit for Unity.
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Enemy movement which spawns a projectile and sets an animation override. 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... | |
virtual void | FirePreparedProjectile () |
Fired a previously prepared projectile. More... | |
override bool | LosingControl () |
Called when this movement is losing control. 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 | |
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 Member Functions | |
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... | |
Protected Attributes | |
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... | |
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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 spawns a projectile and sets an animation override.
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virtual |
Moves the character.
Reimplemented from PlatformerPro.EnemyMovement.
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protectedvirtual |
Prepares a projectile ready for firing.
projectile | Projectile. |
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protectedvirtual |
Do the shoot.
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virtual |
Fired a previously prepared projectile.
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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.
true
, if a final animation is being played and control should not revert false
otherwise.Reimplemented from PlatformerPro.EnemyMovement.
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protectedvirtual |
Fire projectile then temporarily set an animation override.
Reimplemented in PlatformerPro.EnemyMovement_ShootWithDeployAndAim.
int PlatformerPro.EnemyMovement_SimpleShoot.damageAmount |
The damage amount.
DamageType PlatformerPro.EnemyMovement_SimpleShoot.damageType |
The type of the damage.
bool PlatformerPro.EnemyMovement_SimpleShoot.delayFire |
If true don't actually fire a project, just prepare it. Used so an animation event can trigger projectile firing.
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protected |
When this is zero ... shoot!
AnimationState PlatformerPro.EnemyMovement_SimpleShoot.idleAnimationState = AnimationState.IDLE |
Animation to use when not shooting.
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protected |
Are we currently shooting.
string PlatformerPro.EnemyMovement_SimpleShoot.overrideName = "SHOOT" |
Name of the animation override
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protected |
Cached projectile ready to be used when projectile fired by animation event.
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protected |
Cached projectile ready to be fired by animation event.
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protected |
Cached reference to a projectile aimer, or null if there is no aimer.
GameObject PlatformerPro.EnemyMovement_SimpleShoot.projectilePrefab |
The prefab to use for the projectile.
float PlatformerPro.EnemyMovement_SimpleShoot.rateOfFire = 1.0f |
How often to shoot
bool PlatformerPro.EnemyMovement_SimpleShoot.setAnimationState |
Should we set an animation state and override (true) or just an override (false).
AnimationState PlatformerPro.EnemyMovement_SimpleShoot.shootAnimationState = AnimationState.ATTACK_SHOOT |
Animation to use when shooting.
float PlatformerPro.EnemyMovement_SimpleShoot.shootTime = 0.25f |
How often to shoot
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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.