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Platformer Pro
2.3.2
A platform game kit for Unity.
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A raycast collider wrapping a standard 2D raycast in a way that ensures no per frame allocation. That also changes the length of the raycast based on the characters y speed. The default feet collider. More...
Public Member Functions | |
override RaycastHit2D[] | GetRaycastHits () |
Get all raycast hits. More... | |
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virtual RaycastHit2D | GetRaycastHit () |
Get the first raycast hit. More... | |
virtual Vector2 | GetDirection () |
Gets the direction for the raycast. More... | |
Protected Attributes | |
IMob | character |
The character reference. More... | |
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RaycastHit2D[] | hits |
Cached array of hits. More... | |
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Transform | transform |
Stores the transform from which the ray position is relative to. Most collider will use the characters transform which is set on Init(). More... | |
float | length |
The length of the ray. More... | |
RaycastType | raycastType |
The type of raycast. More... | |
float | lookAhead |
The additional length to add to the ray to "look ahead" for special conditions. More... | |
Vector2 | extent |
The position the ray is cast from (relative to transform). More... | |
int | layerMask |
The layer mask. More... | |
Static Protected Attributes | |
const float | minFeetLength = 0.3f |
We need some minimum length to avoid issues at zero velocity (for example on ladders). More... | |
Properties | |
IMob | Mob [get, set] |
Reference to the chracter More... | |
override float | Length [get, set] |
Calculate length based on characters velocity More... | |
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override int | LayerMask [get, set] |
Gets or sets the layer mask for the collision. More... | |
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virtual bool | Disabled [get, set] |
Enables or disables the collider. More... | |
virtual Transform | Transform [get, set] |
Stores the transform from which the ray position is relative to. Usually the position of the character or one of the characters limbs. More... | |
virtual float | Length [get, set] |
The length of the ray. More... | |
float | RawLength [get] |
Gets the raw value of the length parameter. Required because smart colliders often change Length. More... | |
virtual float | LookAhead [get, set] |
The additional length to add to the ray to "look ahead" for special conditions. More... | |
virtual RaycastType | RaycastType [get, set] |
The type of raycast. More... | |
virtual Vector2 | WorldPosition [get] |
The position the ray is cast from (relative to transform). More... | |
virtual int | LayerMask [get, set] |
Gets or sets the layer mask for the collision. More... | |
virtual Vector2 | Extent [get, set] |
Gets the extent of this collider relative to character position and rotation. For feet colliders the extent would be the offset to add to the character to find the bottom of the foot. More... | |
virtual Vector2 | WorldExtent [get] |
Gets the extent of this collider in world space (i.e. with character transform applied). More... | |
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IMob | Mob [get, set] |
Additional Inherited Members | |
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const int | MAX_HITS = 4 |
The maximum number of raycasts to fire. More... | |
const int | MAX_LAYER = 16 |
The maximum layer to check. More... | |
static RaycastHit2D | EmptyRaycastHit = new RaycastHit2D() |
Store an empty raycast hit. More... | |
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override void | Init () |
Set up the raycasts. More... | |
virtual int | CountBits (int layerMask) |
Counts the bits that are set to 1 in the LayerMask More... | |
A raycast collider wrapping a standard 2D raycast in a way that ensures no per frame allocation. That also changes the length of the raycast based on the characters y speed. The default feet collider.
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virtual |
Get all raycast hits.
Reimplemented from PlatformerPro.NoAllocationRaycast.
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protected |
The character reference.
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staticprotected |
We need some minimum length to avoid issues at zero velocity (for example on ladders).
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getset |
Calculate length based on characters velocity
The length.
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getset |
Reference to the chracter
The character.