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

A platform that is used for front or back of a loop. It works like a depth platform except it also prohibits jumping past a certian point which is useful for allow small/tight loops. More...

Inheritance diagram for PlatformerPro.LoopPlatform:
PlatformerPro.DepthPlatform PlatformerPro.Platform PlatformerPro.PersistableObject PlatformerPro.PlatformerProMonoBehaviour

Public Member Functions

override bool SkipMovement (Character character, Movement movement)
 Prevent air movement past a certain angle. More...
 
- Public Member Functions inherited from PlatformerPro.DepthPlatform
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...
 
- Public Member Functions inherited from PlatformerPro.Platform
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...
 
- Public Member Functions inherited from PlatformerPro.PersistableObject
void SetPersistenceState (bool state)
 Sets the persistence state. More...
 
void SetPersistenceState (bool state, string extraPersistenceData)
 Sets the persistence state, overriding extra persistence data More...
 
- Public Member Functions inherited from PlatformerPro.PlatformerProMonoBehaviour
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

float maxJumpAngle = 30.0f
 The max angle player can be at before jumping is skipped. More...
 
- Public Attributes inherited from PlatformerPro.DepthPlatform
int zLayer
 The zLayer or depth of this platform More...
 
- Public Attributes inherited from PlatformerPro.Platform
bool useDefaultPersistence
 Does this Item get persistence defaults form the Game manager? More...
 
- Public Attributes inherited from PlatformerPro.PersistableObject
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...
 

Additional Inherited Members

- Static Public Attributes inherited from PlatformerPro.Platform
static Color GizmoColor = new Color(0.3f, 0.4f, 1.0f, 1.0f)
 Default color to use when drawing Platform gizmos. More...
 
- Protected Member Functions inherited from PlatformerPro.Platform
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 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 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...
 
- Protected Member Functions inherited from PlatformerPro.PersistableObject
virtual void SetPersistenceDefaults ()
 Sets the persistence defaults. More...
 
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...
 
- Protected Attributes inherited from PlatformerPro.Platform
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...
 
- Static Protected Attributes inherited from PlatformerPro.Platform
static GUIStyle connectionHandleStyle
 The conneciton handle stlye More...
 
static Platform activeConnectHandleDrag
 
static Vector3 currentConnectPosition
 
- Properties inherited from PlatformerPro.Platform
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...
 
- Properties inherited from PlatformerPro.PersistableObject
virtual string ExtraPersistenceData [get]
 Gets the extra persistence data. More...
 
- Properties inherited from PlatformerPro.PlatformerProMonoBehaviour
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...
 
- Events inherited from PlatformerPro.Platform
System.EventHandler< CharacterEventArgsPlatformActivated
 Occurs when activated. More...
 
System.EventHandler< CharacterEventArgsPlatformDeactivated
 Occurs when deactivated. More...
 
System.EventHandler< CharacterEventArgsFired
 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...
 

Detailed Description

A platform that is used for front or back of a loop. It works like a depth platform except it also prohibits jumping past a certian point which is useful for allow small/tight loops.

Member Function Documentation

◆ SkipMovement()

override bool PlatformerPro.LoopPlatform.SkipMovement ( Character  character,
Movement  movement 
)
virtual

Prevent air movement past a certain angle.

Returns
true, if movement should be skipped, false otherwise.
Parameters
characterCharacter being checked.
movementMovement being checked.

Reimplemented from PlatformerPro.Platform.

Member Data Documentation

◆ maxJumpAngle

float PlatformerPro.LoopPlatform.maxJumpAngle = 30.0f

The max angle player can be at before jumping is skipped.


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