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

Responds to power up collection by implementing the power. More...

Inheritance diagram for PlatformerPro.PowerUpManager:
PlatformerPro.GenericResponder PlatformerPro.ICharacterReference PlatformerPro.PlatformerProMonoBehaviour

Public Member Functions

virtual void Init (Character character)
 Init this instance. More...
 
virtual bool IsActive (string type)
 Determines whether the given power-up type is active. More...
 
virtual void ResetPowerUp (PowerUpResponse resetResponse)
 Resets the power up with the given responses. More...
 
bool Collect (string powerUpType)
 Collect the specified power up by type. More...
 
void HardReset ()
 Runs the 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

PowerUpResponse resetResponse
 The actions needed to hard reset the character back to starting state. More...
 
List< PowerUpResponseresponses
 Details about the reponse this character has to a given power up. More...
 
bool ignoreZeroValuedMultipliers = true
 Should we ignore zero valued modifiers in item settings. More...
 

Protected Member Functions

virtual void OnPowerUp (string type, Character character)
 Raises the power up event. More...
 
virtual void SetTimer (float time, PowerUpResponse resetResponse)
 Sets the power up timer. More...
 
virtual IEnumerator DoResetAfterTime (float time, PowerUpResponse resetResponse)
 Does the listed power up reset after the given time. More...
 
virtual void RecalculateEffectsOfItems ()
 Updates multiplier stats. More...
 
- Protected Member Functions inherited from PlatformerPro.GenericResponder
virtual void DoAction (EventResponse action, System.EventArgs args)
 Handles the event. More...
 
virtual IEnumerator DoDelayedAction (EventResponse action, System.EventArgs args)
 Do the action after a delay. More...
 
virtual void DoImmediateAction (EventResponse action, System.EventArgs args)
 Do the action More...
 
Character GetCharacter (EventResponse action, System.EventArgs args)
 Gets a character reference from an action or event. More...
 

Protected Attributes

List< string > activePowerUps
 The currently active power ups. More...
 
Character character
 The cached character reference. More...
 
Dictionary< string, Coroutine > resetActionMap
 Track power up resets so that If a power up will reset, but then another power up of the same time is collected we can cancel the reset. More...
 
float totalJumpHeightMultiplier
 
float totalMoveSpeedMultiplier
 
float totalRunSpeedMultiplier
 
float totalAccelerationMultiplier
 
int totalMaxHealthAdjustment
 
float totalDamageMultiplier
 
float totalWeaponSpeedMultiplier
 

Properties

virtual float TotalJumpHeightMultiplier [get]
 Gets the total JumpHeightMultiplier of all equipped items, updated whenever items are equipped. More...
 
virtual float TotalMoveSpeedMultiplier [get]
 Gets the total MoveSpeedMultiplier of all equipped items, updated whenever items are equipped. More...
 
virtual float TotalRunSpeedMultiplier [get]
 Gets the total RunSpeedMultiplier of all equipped items, updated whenever items are equipped. More...
 
virtual float TotalAccelerationMultiplier [get]
 Gets the total AccelerationMultiplier of all equipped items, updated whenever items are equipped. More...
 
virtual int TotalMaxHealthAdjustment [get]
 Gets the total MaxHealthAdjustment of all equipped items, updated whenever items are equipped. More...
 
virtual float TotalDamageMultiplier [get]
 Gets the total DamageMultiplier of all equipped items, updated whenever items are equipped. More...
 
virtual float TotalWeaponSpeedMultiplier [get]
 Gets the total WeaponSpeedMultiplier of all equipped items, updated whenever items are equipped. More...
 
Character Character [get, set]
 
List< string > ActivePowerUps [get]
 Gets the active power ups. Note this is not a copy. 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...
 
- Properties inherited from PlatformerPro.ICharacterReference
Character Character [get, set]
 Get the character. More...
 

Events

System.EventHandler< ItemEventArgsPowerUp
 Event for powered up state changes. More...
 

Detailed Description

Responds to power up collection by implementing the power.

Member Function Documentation

◆ Collect()

bool PlatformerPro.PowerUpManager.Collect ( string  powerUpType)

Collect the specified power up by type.

Parameters
powerUpTypePower up type.
Returns
true if a response was found.

◆ DoResetAfterTime()

virtual IEnumerator PlatformerPro.PowerUpManager.DoResetAfterTime ( float  time,
PowerUpResponse  resetResponse 
)
protectedvirtual

Does the listed power up reset after the given time.

Parameters
timeThe powers up lifetime.
resetResponsesWhich set of reset actions to run when the timer expires.

◆ HardReset()

void PlatformerPro.PowerUpManager.HardReset ( )

Runs the

◆ Init()

virtual void PlatformerPro.PowerUpManager.Init ( Character  character)
virtual

Init this instance.

◆ IsActive()

virtual bool PlatformerPro.PowerUpManager.IsActive ( string  type)
virtual

Determines whether the given power-up type is active.

Returns
true if the given power-up type is active; otherwise, false.
Parameters
typePower up type.

◆ OnPowerUp()

virtual void PlatformerPro.PowerUpManager.OnPowerUp ( string  type,
Character  character 
)
protectedvirtual

Raises the power up event.

Parameters
typeType.
characterCharacter.

◆ RecalculateEffectsOfItems()

virtual void PlatformerPro.PowerUpManager.RecalculateEffectsOfItems ( )
protectedvirtual

Updates multiplier stats.

◆ ResetPowerUp()

virtual void PlatformerPro.PowerUpManager.ResetPowerUp ( PowerUpResponse  resetResponse)
virtual

Resets the power up with the given responses.

Parameters
resetResponsesWhich set of reset actions to run.

◆ SetTimer()

virtual void PlatformerPro.PowerUpManager.SetTimer ( float  time,
PowerUpResponse  resetResponse 
)
protectedvirtual

Sets the power up timer.

Parameters
timeTime.
resetResponsesWhich set of reset actions to run when the timer expires.

Member Data Documentation

◆ activePowerUps

List<string> PlatformerPro.PowerUpManager.activePowerUps
protected

The currently active power ups.

◆ character

Character PlatformerPro.PowerUpManager.character
protected

The cached character reference.

◆ ignoreZeroValuedMultipliers

bool PlatformerPro.PowerUpManager.ignoreZeroValuedMultipliers = true

Should we ignore zero valued modifiers in item settings.

◆ resetActionMap

Dictionary<string, Coroutine> PlatformerPro.PowerUpManager.resetActionMap
protected

Track power up resets so that If a power up will reset, but then another power up of the same time is collected we can cancel the reset.

◆ resetResponse

PowerUpResponse PlatformerPro.PowerUpManager.resetResponse

The actions needed to hard reset the character back to starting state.

◆ responses

List<PowerUpResponse> PlatformerPro.PowerUpManager.responses

Details about the reponse this character has to a given power up.

◆ totalAccelerationMultiplier

float PlatformerPro.PowerUpManager.totalAccelerationMultiplier
protected

◆ totalDamageMultiplier

float PlatformerPro.PowerUpManager.totalDamageMultiplier
protected

◆ totalJumpHeightMultiplier

float PlatformerPro.PowerUpManager.totalJumpHeightMultiplier
protected

◆ totalMaxHealthAdjustment

int PlatformerPro.PowerUpManager.totalMaxHealthAdjustment
protected

◆ totalMoveSpeedMultiplier

float PlatformerPro.PowerUpManager.totalMoveSpeedMultiplier
protected

◆ totalRunSpeedMultiplier

float PlatformerPro.PowerUpManager.totalRunSpeedMultiplier
protected

◆ totalWeaponSpeedMultiplier

float PlatformerPro.PowerUpManager.totalWeaponSpeedMultiplier
protected

Property Documentation

◆ ActivePowerUps

List<string> PlatformerPro.PowerUpManager.ActivePowerUps
get

Gets the active power ups. Note this is not a copy.

The active power ups.

◆ Character

Character PlatformerPro.PowerUpManager.Character
getset

◆ TotalAccelerationMultiplier

virtual float PlatformerPro.PowerUpManager.TotalAccelerationMultiplier
get

Gets the total AccelerationMultiplier of all equipped items, updated whenever items are equipped.

◆ TotalDamageMultiplier

virtual float PlatformerPro.PowerUpManager.TotalDamageMultiplier
get

Gets the total DamageMultiplier of all equipped items, updated whenever items are equipped.

◆ TotalJumpHeightMultiplier

virtual float PlatformerPro.PowerUpManager.TotalJumpHeightMultiplier
get

Gets the total JumpHeightMultiplier of all equipped items, updated whenever items are equipped.

◆ TotalMaxHealthAdjustment

virtual int PlatformerPro.PowerUpManager.TotalMaxHealthAdjustment
get

Gets the total MaxHealthAdjustment of all equipped items, updated whenever items are equipped.

◆ TotalMoveSpeedMultiplier

virtual float PlatformerPro.PowerUpManager.TotalMoveSpeedMultiplier
get

Gets the total MoveSpeedMultiplier of all equipped items, updated whenever items are equipped.

◆ TotalRunSpeedMultiplier

virtual float PlatformerPro.PowerUpManager.TotalRunSpeedMultiplier
get

Gets the total RunSpeedMultiplier of all equipped items, updated whenever items are equipped.

◆ TotalWeaponSpeedMultiplier

virtual float PlatformerPro.PowerUpManager.TotalWeaponSpeedMultiplier
get

Gets the total WeaponSpeedMultiplier of all equipped items, updated whenever items are equipped.

Event Documentation

◆ PowerUp

System.EventHandler<ItemEventArgs> PlatformerPro.PowerUpManager.PowerUp

Event for powered up state changes.


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