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Platformer Pro
2.3.2
A platform game kit for Unity.
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A door which can be entered. More...
Public Attributes | |
DoorInputType | doorEntryMethod |
The door entry method. More... | |
int | actionKey = 0 |
Action key to use if door entry method = PRESS_ACTION_KEY. More... | |
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string | keyType |
Item type for the key that unlocks door, or empty string if no key is required. More... | |
bool | startOpen |
Should this door start in the open state. More... | |
jnamobile.mmm.PointOfInterest | poi |
Reference to point of interest on a map. You can use this to override door POI settings. More... | |
bool | generateRespawnPoint = true |
Generally any door you can enter will have a respawn point attached. Tick this box to generate one automatically. Its identifier will be set to gameObject.name More... | |
int | respawnFacingDirection |
Facing direction for generated respawn point. More... | |
Vector3 | respawnPointOffset |
The respawn point offset. More... | |
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bool | useDefaultPersistence |
Does this Item get persistence defaults form the Game manager? More... | |
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bool | enablePersistence |
Should we enable persistence? More... | |
string | guid = System.Guid.NewGuid().ToString() |
Unique ID for this object. You shoulnd't need to edit this, use editor debug mode if you must. More... | |
GameObject | target |
GameObject to apply persitence settings to, defaults to self. More... | |
PersistableObjectType | persistenceImplementation |
How do we implement the persistence settings. More... | |
bool | defaultStateIsDisabled |
If true then the obejct starts disabled. More... | |
string | spawnedObjectName |
If this item was spawned then save the name of the prefab here. More... | |
Protected Member Functions | |
virtual void | OnEntered (Character character) |
Raises the door opened event. More... | |
override bool | CustomCollide (PlatformCollisionArgs args) |
Called when one of the characters colliders collides with this platform. This should be overriden for platform specific behaviour. More... | |
virtual void | CheckForEnter (Character character) |
Checks for enter. More... | |
virtual void | DoEnter (Character character) |
Enter the door. More... | |
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virtual void | OnOpened (Character character) |
Raises the door opened event. More... | |
virtual void | OnClosed (Character character) |
Raises the door opened event. More... | |
override void | PostInit () |
Init this door. More... | |
override void | SetPersistenceDefaults () |
Sets the persistence defaults. More... | |
override void | ApplyCustomPersistence (PersistableObjectData data) |
Custom persistable implementation. Override to customise. More... | |
virtual void | DoOpen (Character character) |
Show or otherwise handle the door opening. More... | |
virtual void | DoClose (Character character) |
Show or otherwise handle the door closing. More... | |
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virtual void | OnPlatformActivated (IMob character) |
Raises the activated event. More... | |
virtual void | DoUpdate () |
Add update code here so it isn't triggered during play mode. More... | |
virtual void | OnPlatformDeactivated (IMob character) |
Raises the deactivated event. More... | |
virtual void | OnFired (IMob character) |
Raises the fired event. More... | |
override void | PostInit () |
Init this instance. More... | |
void | BaseCollide (PlatformCollisionArgs args) |
Called when one of the characters colliders collides with this platform. This handles basic shared behaviour. If you want to ignore it you can ovverride Collide() instead of CustomCollide(). More... | |
virtual void | SavePersistenceData () |
Gets the extra persistence data which is used to save platform state. NOTE: Generally you should override ExtraPersistenceData to save a different set of data. More... | |
override void | ApplyCustomPersistence (PersistableObjectData data) |
Custom persistable implementation. Override to customise. More... | |
virtual void | DoDrawGizmos () |
Draw the base gizmos More... | |
virtual void | DoDrawSelectedGizmos () |
Draw the base gizmos shown when selected. More... | |
virtual void | OnConnectedToObject (Object other) |
Called when the connect handle is dragged on to another object. More... | |
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virtual void | ProcessState () |
Processes the persisted state. More... | |
virtual void | ApplyExtraPersistenceData (PersistableObjectData data) |
Apply any extra data. This differs from custom persistence, as custom persistence must control both data and ctivation state. More... | |
Events | |
System.EventHandler< DoorEventArgs > | Entered |
Event for door opened. More... | |
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System.EventHandler< DoorEventArgs > | Opened |
Event for door opened. More... | |
System.EventHandler< DoorEventArgs > | Closed |
Event for door closed. More... | |
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System.EventHandler< CharacterEventArgs > | PlatformActivated |
Occurs when activated. More... | |
System.EventHandler< CharacterEventArgs > | PlatformDeactivated |
Occurs when deactivated. More... | |
System.EventHandler< CharacterEventArgs > | Fired |
Some platforms have a special kind of action separate to activa or deactivate. For example the spring of a spring baord, or the fall of a decaying platform. This event is sent for those states. More... | |
Additional Inherited Members | |
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virtual void | Open (Character character) |
Open the door. More... | |
virtual void | ForceOpen () |
Forces the door open. More... | |
virtual void | ForceClosed () |
virtual void | Close (Character character) |
Close the door. More... | |
override bool | IgnoreCollision (Character character, BasicRaycast collider) |
Called to determine if collision should be ignored. Use for one way platforms or z-ordered platforms like those found in loops. More... | |
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virtual void | Activate (IMob mob) |
Activate the platform. More... | |
virtual void | Deactivate (IMob mob) |
Deactivate the platform. More... | |
virtual bool | Collide (PlatformCollisionArgs args) |
Called when one of the characters colliders collides with this platform. More... | |
virtual void | Parent (IMob character) |
Called when the character is parented to this platform. More... | |
virtual void | UnParent (IMob character) |
Called when the character is unparented from this platform. More... | |
virtual bool | SkipMovement (Character character, Movement movement) |
Does this platform want to prevent the given movement from moving. Generally implementations will use the movement.GetType() to restrict specific classes of movement. Only applied when character is parented to the platform. More... | |
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void | SetPersistenceState (bool state) |
Sets the persistence state. More... | |
void | SetPersistenceState (bool state, string extraPersistenceData) |
Sets the persistence state, overriding extra persistence data 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... | |
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static Color | GizmoColor = new Color(0.3f, 0.4f, 1.0f, 1.0f) |
Default color to use when drawing Platform gizmos. More... | |
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RespawnPoint | respawnPoint |
Cached respawn point. More... | |
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float | friction = -1 |
The friction coefficient use -1 for default. More... | |
PlatformActivationType | automaticActivation |
How should the platform activate itself? More... | |
PlatformDeactivationType | automaticDeactivation |
How should the platform deactivate itself? More... | |
bool | conditionsEnableCollisions = true |
Should additional conditions enable or disable collisions. More... | |
CharacterEventArgs | characterEventArgs |
A cached character event args that we update so we don't need to allocate. More... | |
AdditionalCondition[] | conditions |
Cached list of all additional conditions. More... | |
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static GUIStyle | connectionHandleStyle |
The conneciton handle stlye More... | |
static Platform | activeConnectHandleDrag |
static Vector3 | currentConnectPosition |
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DoorState | state [get, protected set] |
Is door currently open, closed, opening or closing. More... | |
override bool | Activated [get, protected set] |
Gets or sets a value indicating whether this PlatformerPro.Platform is activated. More... | |
override PlatformActivationType | ForcedActivation [get] |
If this is not NONE then the actiation state will be forced to this value and not editable by user. More... | |
override PlatformDeactivationType | ForcedDeactivation [get] |
If this is not NONE then the deactiation state will be forced to this value and not editable by user. More... | |
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virtual bool | Activated [get, protected set] |
Gets or sets a value indicating whether this PlatformerPro.Platform is activated. More... | |
virtual float | Friction [get] |
Gets the friction coefficent for the platform. Returns -1 if the default should be used. More... | |
virtual bool | IsMultiplayerReady [get] |
Gets a value indicating whether this platform can handle multiple characters at once. More... | |
virtual PlatformActivationType | ForcedActivation [get] |
If this is not NONE then the actiation state will be forced to this value and not editable by user. More... | |
virtual PlatformDeactivationType | ForcedDeactivation [get] |
If this is not NONE then the deactiation state will be forced to this value and not editable by user. More... | |
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virtual string | ExtraPersistenceData [get] |
Gets the extra persistence data. 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... | |
A door which can be entered.
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protectedvirtual |
Checks for enter.
character | Character who may be entering. |
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protectedvirtual |
Called when one of the characters colliders collides with this platform. This should be overriden for platform specific behaviour.
PlatformCollisionArgs | Arguments describing a platform collision. |
Reimplemented from PlatformerPro.Platform.
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protectedvirtual |
Enter the door.
character | Character. |
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protectedvirtual |
Raises the door opened event.
int PlatformerPro.EnterableDoor.actionKey = 0 |
Action key to use if door entry method = PRESS_ACTION_KEY.
DoorInputType PlatformerPro.EnterableDoor.doorEntryMethod |
The door entry method.
System.EventHandler<DoorEventArgs> PlatformerPro.EnterableDoor.Entered |
Event for door opened.