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Platformer Pro
2.3.2
A platform game kit for Unity.
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Base class from which platforms should extend. More...
Public Member Functions | |
virtual void | Activate (IMob mob) |
Activate the platform. More... | |
virtual void | Deactivate (IMob mob) |
Deactivate the platform. More... | |
virtual 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... | |
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... | |
Public Attributes | |
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... | |
Static Public Attributes | |
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 | |
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... | |
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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 | |
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 | |
static GUIStyle | connectionHandleStyle |
The conneciton handle stlye More... | |
static Platform | activeConnectHandleDrag |
static Vector3 | currentConnectPosition |
Properties | |
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... | |
Events | |
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... | |
Base class from which platforms should extend.
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virtual |
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protectedvirtual |
Custom persistable implementation. Override to customise.
data | Data. |
Reimplemented from PlatformerPro.PersistableObject.
Reimplemented in PlatformerPro.SpawnOnHeadbutt.
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protected |
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().
PlatformCollisionArgs | Arguments describing a platform collision. |
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virtual |
Called when one of the characters colliders collides with this platform.
PlatformCollisionArgs | Arguments describing a platform collision. |
Reimplemented in PlatformerPro.PlatformLogger, and PlatformerPro.StompOnHead.
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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 in PlatformerPro.TriggerPlatform, PlatformerPro.SpringboardPlatform, PlatformerPro.SpawnOnHeadbutt, PlatformerPro.ParentOnStandPlatform, PlatformerPro.HorizontalSpringboardPlatform, PlatformerPro.FallingPlatform, PlatformerPro.EnterableDoor, PlatformerPro.DestroyOnStandPlatform, PlatformerPro.DestroyOnHeadbutt, PlatformerPro.DepthSwitchPlatform, PlatformerPro.CrumblingPlatform, and PlatformerPro.ConveyerPlatform.
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virtual |
Deactivate the platform.
mob | Mob. |
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protectedvirtual |
Draw the base gizmos
Reimplemented in PlatformerPro.BackAndForthPlatform.
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protectedvirtual |
Draw the base gizmos shown when selected.
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protectedvirtual |
Add update code here so it isn't triggered during play mode.
Reimplemented in PlatformerPro.UpAndDownPlatformWithReturn, and PlatformerPro.ParentOnStandPlatform.
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virtual |
Called to determine if collision should be ignored. Use for one way platforms or z-ordered platforms like those found in loops.
true
, if Collision should be ignored, false
otherwise.character | Character. |
collider | Collider. |
Reimplemented in PlatformerPro.TrapdoorPlatform, PlatformerPro.Stairs, PlatformerPro.IgnoreColliderPlatform, PlatformerPro.Door, and PlatformerPro.DepthPlatform.
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protectedvirtual |
Called when the connect handle is dragged on to another object.
other |
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protectedvirtual |
Raises the fired event.
character | Character causing platform to fire, can be null. |
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protectedvirtual |
Raises the activated event.
character | Character causing activation, can be null. |
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protectedvirtual |
Raises the deactivated event.
character | Character causing deactivation, can be null. |
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virtual |
Called when the character is parented to this platform.
character | Character being parented. |
Reimplemented in PlatformerPro.ParentOnStandPlatform, PlatformerPro.FallingPlatform, PlatformerPro.DestroyOnStandPlatform, PlatformerPro.DamageAfterTimePlatform, and PlatformerPro.CrumblingPlatform.
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protectedvirtual |
Init this instance.
Reimplemented from PlatformerPro.PersistableObject.
Reimplemented in PlatformerPro.WaypointMoverPlatform, PlatformerPro.UpAndDownPlatformWithReturn, PlatformerPro.UpAndDownPlatform, PlatformerPro.TriggerPlatform, PlatformerPro.Stairs, PlatformerPro.SpringboardPlatform, PlatformerPro.SpawnOnHeadbutt, PlatformerPro.RotatingPlatform, PlatformerPro.RisingDoor, and PlatformerPro.RailPlatform.
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protectedvirtual |
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.
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.
true
, if movement should be skipped, false
otherwise.Reimplemented in PlatformerPro.SpringboardPlatform, PlatformerPro.RotatingPlatform, PlatformerPro.LoopPlatform, PlatformerPro.HorizontalSpringboardPlatform, and PlatformerPro.ConveyerPlatform.
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virtual |
Called when the character is unparented from this platform.
character | Character being unparented. |
Reimplemented in PlatformerPro.SpringboardPlatform, PlatformerPro.RailPlatform, PlatformerPro.ParentOnStandPlatform, PlatformerPro.HorizontalSpringboardPlatform, PlatformerPro.DestroyOnStandPlatform, and PlatformerPro.DamageAfterTimePlatform.
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staticprotected |
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protected |
How should the platform activate itself?
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protected |
How should the platform deactivate itself?
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protected |
A cached character event args that we update so we don't need to allocate.
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protected |
Cached list of all additional conditions.
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protected |
Should additional conditions enable or disable collisions.
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staticprotected |
The conneciton handle stlye
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staticprotected |
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protected |
The friction coefficient use -1 for default.
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static |
Default color to use when drawing Platform gizmos.
bool PlatformerPro.Platform.useDefaultPersistence |
Does this Item get persistence defaults form the Game manager?
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getprotected set |
Gets or sets a value indicating whether this PlatformerPro.Platform is activated.
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get |
If this is not NONE then the actiation state will be forced to this value and not editable by user.
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get |
If this is not NONE then the deactiation state will be forced to this value and not editable by user.
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get |
Gets the friction coefficent for the platform. Returns -1 if the default should be used.
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get |
Gets a value indicating whether this platform can handle multiple characters at once.
true
if this instance is multiplayer ready; otherwise, false
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System.EventHandler<CharacterEventArgs> PlatformerPro.Platform.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.
System.EventHandler<CharacterEventArgs> PlatformerPro.Platform.PlatformActivated |
Occurs when activated.
System.EventHandler<CharacterEventArgs> PlatformerPro.Platform.PlatformDeactivated |
Occurs when deactivated.