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Platformer Pro
2.3.2
A platform game kit for Unity.
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An enemy movement that moves through a set of waypoints. 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 () |
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... | |
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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 | 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 | |
List< Vector2 > | wayPoints |
The way points. More... | |
float | moveSpeed |
Speed to move towards the next waypoint at. More... | |
bool | loop |
Should we loop or stop we reach the last position? More... | |
float | pauseTime = 0.0f |
How long the enemy pauses at each waypoint. More... | |
TweenMode | tweenMode |
Any tweening to apply. More... | |
bool | setFacingDirection |
Should weupdate facing direction based on travel direction. More... | |
AnimationState | animationState = AnimationState.RUN |
The animation state to set while charging. More... | |
AnimationState | pausedAnimationState = AnimationState.IDLE |
The animation state to set while charging. More... | |
WaypointMoveCompleteType | sendMoveComplete |
When do we send the move complete event? More... | |
Protected Member Functions | |
virtual IEnumerator | SnapAfterDelay (Vector2 targetPosition) |
Moves after a delay. More... | |
Protected Attributes | |
IMobPositionTweener | tweener |
Tweener which handles any moves. More... | |
bool | tweenStarted |
Has tween started? More... | |
int | currentWayPoint |
Index of the current way point. More... | |
float | pauseTimer |
Tracks how long we have been paused. 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... | |
override int | FacingDirection [get] |
Returns the direction the character is facing. 0 for none, 1 for right, -1 for left. 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... | |
An enemy movement that moves through a set of waypoints.
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virtual |
Does the movement.
Reimplemented from PlatformerPro.EnemyMovement.
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virtual |
Called when this movement is gaining control.
Reimplemented from PlatformerPro.EnemyMovement.
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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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virtual |
Callback for when move is done.
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protectedvirtual |
Moves after a delay.
AnimationState PlatformerPro.EnemyMovement_WaypointMover.animationState = AnimationState.RUN |
The animation state to set while charging.
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protected |
Index of the current way point.
bool PlatformerPro.EnemyMovement_WaypointMover.loop |
Should we loop or stop we reach the last position?
float PlatformerPro.EnemyMovement_WaypointMover.moveSpeed |
Speed to move towards the next waypoint at.
AnimationState PlatformerPro.EnemyMovement_WaypointMover.pausedAnimationState = AnimationState.IDLE |
The animation state to set while charging.
float PlatformerPro.EnemyMovement_WaypointMover.pauseTime = 0.0f |
How long the enemy pauses at each waypoint.
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protected |
Tracks how long we have been paused.
WaypointMoveCompleteType PlatformerPro.EnemyMovement_WaypointMover.sendMoveComplete |
When do we send the move complete event?
bool PlatformerPro.EnemyMovement_WaypointMover.setFacingDirection |
Should weupdate facing direction based on travel direction.
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protected |
Tweener which handles any moves.
TweenMode PlatformerPro.EnemyMovement_WaypointMover.tweenMode |
Any tweening to apply.
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protected |
Has tween started?
List<Vector2> PlatformerPro.EnemyMovement_WaypointMover.wayPoints |
The way points.
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get |
Gets the animation state that this movement wants to set.
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get |
Returns the direction the character is facing. 0 for none, 1 for right, -1 for left.
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staticget |
Static movement info used by the editor.