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

Ground movement_ digital. More...

Inheritance diagram for PlatformerPro.GroundMovement_PassDown:
PlatformerPro.GroundMovement PlatformerPro.BaseMovement< GroundMovement >

Public Member Functions

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 DoMove ()
 Moves the character. More...
 
override Movement Init (Character character, MovementVariable[] movementData)
 Initialise the mvoement with the given movement data. More...
 
override void GainControl ()
 Called when the movement gets control. Typically used to do initialisation of velocity and the like. More...
 
override void LosingControl ()
 Called when the movement loses control. Override to do any reset type actions. More...
 
override bool ForceMaintainControl ()
 If this is true then the movement wants to maintain control of the character even if default transition conditions suggest it shouldn't. 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 requireJump
 If false press down to passthrough, if true press down + jump to pass through. More...
 
float bobbleHeight
 How high to bobble upwards before passing through downwards. More...
 
float clearanceTime
 How long to wait before giving back control to normal movements. More...
 
bool supportTiles
 If true all feet colliders will be ignored, if false only the middle ground collider. More...
 

Protected Attributes

float clearanceTimer
 The clearance timer. More...
 
List< Collider2D > collidersToIgnore
 The collider to passthrough. 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 int RequireJumpIndex = 0
 The index of the require jump in the movement data. More...
 
const int BobbleHeightIndex = 1
 The index of the bobble height in the movement data. More...
 
const int ClearanceTimeIndex = 2
 The index of the clearance time in the movement data. More...
 
const int SupportTilesIndex = 3
 The index of support tiles in the movement data. More...
 
const int MovementVariableCount = 4
 The size of the movement variable array. More...
 
const float DefaultClearanceTime = 0.33f
 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...
 
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...
 
override bool ShouldApplyGravity [get]
 Gets a value indicating whether this PlatformerPro.Movement expects gravity to be applied after its movement finishes. More...
 
override float CurrentGravity [get]
 Gets a value indicating the current gravity, only used if this movement doesn't apply the default gravity.

See also
ShouldApplyGravity()
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_PassDown.DoMove ( )

Moves the character.

◆ ForceMaintainControl()

override bool PlatformerPro.GroundMovement_PassDown.ForceMaintainControl ( )

If this is true then the movement wants to maintain control of the character even if default transition conditions suggest it shouldn't.

◆ GainControl()

override void PlatformerPro.GroundMovement_PassDown.GainControl ( )

Called when the movement gets control. Typically used to do initialisation of velocity and the like.

◆ Init()

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

Initialise the mvoement with the given movement data.

Parameters
characterCharacter.
movementDataMovement data.

◆ LosingControl()

override void PlatformerPro.GroundMovement_PassDown.LosingControl ( )

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

◆ WantsGroundControl()

override bool PlatformerPro.GroundMovement_PassDown.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.

Reimplemented from PlatformerPro.GroundMovement.

Member Data Documentation

◆ bobbleHeight

float PlatformerPro.GroundMovement_PassDown.bobbleHeight

How high to bobble upwards before passing through downwards.

◆ BobbleHeightIndex

const int PlatformerPro.GroundMovement_PassDown.BobbleHeightIndex = 1
staticprotected

The index of the bobble height in the movement data.

◆ clearanceTime

float PlatformerPro.GroundMovement_PassDown.clearanceTime

How long to wait before giving back control to normal movements.

◆ ClearanceTimeIndex

const int PlatformerPro.GroundMovement_PassDown.ClearanceTimeIndex = 2
staticprotected

The index of the clearance time in the movement data.

◆ clearanceTimer

float PlatformerPro.GroundMovement_PassDown.clearanceTimer
protected

The clearance timer.

◆ collidersToIgnore

List<Collider2D> PlatformerPro.GroundMovement_PassDown.collidersToIgnore
protected

The collider to passthrough.

◆ DefaultClearanceTime

const float PlatformerPro.GroundMovement_PassDown.DefaultClearanceTime = 0.33f
staticprotected

The default speed.

◆ MovementVariableCount

const int PlatformerPro.GroundMovement_PassDown.MovementVariableCount = 4
staticprotected

The size of the movement variable array.

◆ requireJump

bool PlatformerPro.GroundMovement_PassDown.requireJump

If false press down to passthrough, if true press down + jump to pass through.

◆ RequireJumpIndex

const int PlatformerPro.GroundMovement_PassDown.RequireJumpIndex = 0
staticprotected

The index of the require jump in the movement data.

◆ supportTiles

bool PlatformerPro.GroundMovement_PassDown.supportTiles

If true all feet colliders will be ignored, if false only the middle ground collider.

◆ SupportTilesIndex

const int PlatformerPro.GroundMovement_PassDown.SupportTilesIndex = 3
staticprotected

The index of support tiles in the movement data.

Property Documentation

◆ AnimationState

override AnimationState PlatformerPro.GroundMovement_PassDown.AnimationState
get

Gets the animation state that this movement wants to set.

◆ CurrentGravity

override float PlatformerPro.GroundMovement_PassDown.CurrentGravity
get

Gets a value indicating the current gravity, only used if this movement doesn't apply the default gravity.

See also
ShouldApplyGravity()

◆ FacingDirection

override int PlatformerPro.GroundMovement_PassDown.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.

◆ Info

new static MovementInfo PlatformerPro.GroundMovement_PassDown.Info
staticget

Static movement info used by the editor.

◆ ShouldApplyGravity

override bool PlatformerPro.GroundMovement_PassDown.ShouldApplyGravity
get

Gets a value indicating whether this PlatformerPro.Movement expects gravity to be applied after its movement finishes.


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