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

Ground movement_ digital. More...

Inheritance diagram for PlatformerPro.GroundMovement_DigitalDoubleTapRun:
PlatformerPro.GroundMovement_Digital PlatformerPro.GroundMovement PlatformerPro.IFlippableGravityMovement PlatformerPro.BaseMovement< GroundMovement >

Public Member Functions

override Movement Init (Character character, MovementVariable[] movementData)
 Initialise the mvoement with the given movement data. More...
 
override string PostInitValidation ()
 Called after initialisation to check if this movement is configured correctly. Typically used to stop wrapper movements being the default and ending up in infinite loops. More...
 
override bool WantsGroundControl ()
 Gets a value indicating whether this movement wants to control the movement on the ground. Default is false, with control falling back to default ground. Override if you want particular control. More...
 
override void LosingControl ()
 Called when the movement loses control. Override to do any reset type actions. More...
 
override void DoMove ()
 Moves the character. More...
 
override void PostCollisionDoMove ()
 Does any movement that MUST be done after collissions are calculated. More...
 
- Public Member Functions inherited from PlatformerPro.GroundMovement_Digital
override void DoMove ()
 Moves the character. More...
 
override void PostCollisionDoMove ()
 Snap to ground if set. More...
 
override Movement Init (Character character, MovementVariable[] movementData)
 Initialise the mvoement with the given movement data. More...
 
- Public Member Functions inherited from PlatformerPro.GroundMovement
virtual void ApplySlopeForce ()
 Applies slope force. More...
 
virtual float ApplySlopeSpeedModifier (float speed)
 Adjusts speed to cater for vertical movement More...
 
virtual float GetSpeed (float baseSpeed)
 Gets the ground speed. More...
 
virtual float GetRunSpeed (float baseRunSpeed)
 Gets the run speed. More...
 
virtual float GetAcceleration (float baseAcceleration)
 Gets the acceleration. More...
 
- Public Member Functions inherited from PlatformerPro.BaseMovement< GroundMovement >
sealed override Movement Init (Character character)
 Initialise this movement. More...
 
bool IsMovementDataDifferent (MovementVariable[] originalMovementData)
 Determines whether this instances movement data is different from the supplied originalMovementData. More...
 

Public Attributes

bool cancelRunOnSideCollisions
 Should we cancel run on side collission or just play a PUSH animation. More...
 
- Public Attributes inherited from PlatformerPro.GroundMovement_Digital
float speed
 The speed the character moves at. More...
 

Protected Attributes

float tapTimer
 The timer for the first tap (counts down). More...
 
int tapDirection
 Direction of first tap. More...
 
bool isRunning
 True if we have started running. More...
 
bool autoStartRunning
 Should we auto start to run as soon as we next hit the ground More...
 
bool checkForAutoStart
 Should we check for auto start? More...
 
bool hittingSides
 Are we hitting the sides? More...
 
- Protected Attributes inherited from PlatformerPro.BaseMovement< GroundMovement >
Movement implementation
 The class that will do the movement. More...
 
string movementType
 The type of movement as a string. More...
 
MovementVariable[] movementData
 Data that should be applied to the movement type on init. More...
 

Static Protected Attributes

const float secondTapTime = 0.33f
 How long before the second tap has to be entered for this to start. More...
 
const float switchTapTime = 0.1f
 How long before the switch direction tap has to be done before run stops More...
 
const int CancelRunOnSideCollisionIndex = 1
 The index of the cancel run on side collisison. More...
 
new const int MovementVariableCount = 2
 The size of the movement variable array. More...
 
- Static Protected Attributes inherited from PlatformerPro.GroundMovement_Digital
const int SpeedIndex = 0
 The index for the speed value in the movement data. More...
 
const int MovementVariableCount = 1
 The size of the movement variable array. More...
 
const float DefaultSpeed = 5.0f
 The default speed. 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...
 
- Properties inherited from PlatformerPro.GroundMovement_Digital
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. This overriden version always returns the input direction. More...
 
- Properties inherited from PlatformerPro.GroundMovement
new static MovementInfo Info [get]
 Static movement info used by the editor. More...
 
virtual bool SupportsSlidingOnSlopes [get]
 Gets a value indicating whether this PlatformerPro.Movement can support automatic sliding based on the characters slope. More...
 
- Properties inherited from PlatformerPro.BaseMovement< GroundMovement >
virtual string MovementType [get, set]
 The type of movement as a string. More...
 
virtual MovementVariable[] MovementData [get, set]
 Data that should be applied to the movement type on init. More...
 
new static MovementInfo Info [get]
 Static movement info used by the editor. More...
 
override bool Enabled [get, set]
 A custom enable which base movements can use to pass on enable values. More...
 
override Movement Implementation [get]
 Gets the underlying implementation. More...
 

Additional Inherited Members

- Protected Member Functions inherited from PlatformerPro.GroundMovement
virtual void SnapToGround ()
 Snaps the character to the ground. More...
 

Detailed Description

Ground movement_ digital.

Member Function Documentation

◆ DoMove()

override void PlatformerPro.GroundMovement_DigitalDoubleTapRun.DoMove ( )

Moves the character.

◆ Init()

override Movement PlatformerPro.GroundMovement_DigitalDoubleTapRun.Init ( Character  character,
MovementVariable[]  movementData 
)

Initialise the mvoement with the given movement data.

Parameters
characterCharacter.
movementDataMovement data.

◆ LosingControl()

override void PlatformerPro.GroundMovement_DigitalDoubleTapRun.LosingControl ( )

Called when the movement loses control. Override to do any reset type actions.

◆ PostCollisionDoMove()

override void PlatformerPro.GroundMovement_DigitalDoubleTapRun.PostCollisionDoMove ( )

Does any movement that MUST be done after collissions are calculated.

◆ PostInitValidation()

override string PlatformerPro.GroundMovement_DigitalDoubleTapRun.PostInitValidation ( )

Called after initialisation to check if this movement is configured correctly. Typically used to stop wrapper movements being the default and ending up in infinite loops.

◆ WantsGroundControl()

override bool PlatformerPro.GroundMovement_DigitalDoubleTapRun.WantsGroundControl ( )
virtual

Gets a value indicating whether this movement wants to control the movement on the ground. Default is false, with control falling back to default ground. Override if you want particular control.

true

false

Returns
true, if ground control was wantsed, false otherwise.

Reimplemented from PlatformerPro.GroundMovement.

Member Data Documentation

◆ autoStartRunning

bool PlatformerPro.GroundMovement_DigitalDoubleTapRun.autoStartRunning
protected

Should we auto start to run as soon as we next hit the ground

◆ CancelRunOnSideCollisionIndex

const int PlatformerPro.GroundMovement_DigitalDoubleTapRun.CancelRunOnSideCollisionIndex = 1
staticprotected

The index of the cancel run on side collisison.

◆ cancelRunOnSideCollisions

bool PlatformerPro.GroundMovement_DigitalDoubleTapRun.cancelRunOnSideCollisions

Should we cancel run on side collission or just play a PUSH animation.

◆ checkForAutoStart

bool PlatformerPro.GroundMovement_DigitalDoubleTapRun.checkForAutoStart
protected

Should we check for auto start?

◆ hittingSides

bool PlatformerPro.GroundMovement_DigitalDoubleTapRun.hittingSides
protected

Are we hitting the sides?

◆ isRunning

bool PlatformerPro.GroundMovement_DigitalDoubleTapRun.isRunning
protected

True if we have started running.

◆ MovementVariableCount

new const int PlatformerPro.GroundMovement_DigitalDoubleTapRun.MovementVariableCount = 2
staticprotected

The size of the movement variable array.

◆ secondTapTime

const float PlatformerPro.GroundMovement_DigitalDoubleTapRun.secondTapTime = 0.33f
staticprotected

How long before the second tap has to be entered for this to start.

◆ switchTapTime

const float PlatformerPro.GroundMovement_DigitalDoubleTapRun.switchTapTime = 0.1f
staticprotected

How long before the switch direction tap has to be done before run stops

◆ tapDirection

int PlatformerPro.GroundMovement_DigitalDoubleTapRun.tapDirection
protected

Direction of first tap.

◆ tapTimer

float PlatformerPro.GroundMovement_DigitalDoubleTapRun.tapTimer
protected

The timer for the first tap (counts down).

Property Documentation

◆ AnimationState

override AnimationState PlatformerPro.GroundMovement_DigitalDoubleTapRun.AnimationState
get

Gets the animation state that this movement wants to set.

◆ Info

new static MovementInfo PlatformerPro.GroundMovement_DigitalDoubleTapRun.Info
staticget

Static movement info used by the editor.


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