Platformer Pro  2.3.2
A platform game kit for Unity.
PlatformerPro.SequenceDrivenEnemy Member List

This is the complete list of members for PlatformerPro.SequenceDrivenEnemy, including all inherited members.

ActivePlatformerPro.Enemyprotected
AddAnimationOverride(string overrideState)PlatformerPro.Enemyvirtual
AddIgnoredCollider(Collider2D collider)PlatformerPro.Enemyvirtual
AddVelocity(float x, float y)PlatformerPro.Enemyvirtual
AIPlatformerPro.Enemy
animationEventArgsPlatformerPro.Enemyprotected
AnimationStatePlatformerPro.Enemy
animationStatePlatformerPro.Enemyprotected
ApplyCustomPersistence(PersistableObjectData data)PlatformerPro.Enemyprotectedvirtual
ApplyExtraPersistenceData(PersistableObjectData data)PlatformerPro.PersistableObjectprotectedvirtual
ApplyFeetCollisions()PlatformerPro.Enemyvirtual
ApplyGravity()PlatformerPro.Enemyvirtual
ApplySideCollisions()PlatformerPro.Enemyvirtual
AttackFinished()PlatformerPro.Enemyvirtual
ChangeAnimationStatePlatformerPro.Enemy
ChangePhase(int newPhase, int newState)PlatformerPro.SequenceDrivenEnemyvirtual
ChangeState(int newState)PlatformerPro.SequenceDrivenEnemyvirtual
characterCanFallPlatformerPro.Enemy
CharacterDamagedPlatformerPro.Enemy
characterForGravityPlatformerPro.Enemyprotected
CheckForCharacter()PlatformerPro.SequenceDrivenEnemyprotectedvirtual
checkForCharacterResultPlatformerPro.SequenceDrivenEnemyprotected
CheckPhaseExitCondition(EnemyPhase currentPhase)PlatformerPro.SequenceDrivenEnemyprotectedvirtual
CheckStateExitCondition(EnemyStateInfo currentState)PlatformerPro.SequenceDrivenEnemyprotectedvirtual
CollidedPlatformerPro.Enemy
collidersForSwitchingPlatformerPro.Enemyprotected
continueMovementOnDamagePlatformerPro.Enemy
continueMovementOnFallPlatformerPro.Enemy
currentFacingDirectionPlatformerPro.Enemyprotected
CurrentMovementPlatformerPro.Enemy
currentPhasePlatformerPro.SequenceDrivenEnemyprotected
CurrentPhasePlatformerPro.SequenceDrivenEnemy
CurrentStatePlatformerPro.SequenceDrivenEnemy
currentStatePlatformerPro.SequenceDrivenEnemyprotected
CurrentTargetPlatformerPro.Enemy
currentTargetPlatformerPro.Enemyprotected
currentTargetHealthPlatformerPro.SequenceDrivenEnemyprotected
CurrentTargetTransformPlatformerPro.Enemy
customGravityPlatformerPro.Enemy
Damage(DamageInfo info)PlatformerPro.SequenceDrivenEnemyvirtual
DamagedPlatformerPro.Enemy
damageEventArgsPlatformerPro.Enemyprotected
damageMovementPlatformerPro.Enemyprotected
damageTimePlatformerPro.Enemy
deathMovementPlatformerPro.Enemyprotected
DecideOnNextMovement()PlatformerPro.SequenceDrivenEnemyprotectedvirtual
DefaultSideLookAheadPlatformerPro.Enemyprotectedstatic
defaultStateIsDisabledPlatformerPro.PersistableObject
DeprecatedPlatformerPro.PlatformerProMonoBehaviour
detectSideCollisionsPlatformerPro.Enemy
Die(DamageInfo info)PlatformerPro.Enemyvirtual
DiedPlatformerPro.Enemy
DoBaseCollisions()PlatformerPro.Enemyprotectedvirtual
DocLinkPlatformerPro.PlatformerProMonoBehaviour
DoUpdate()PlatformerPro.SequenceDrivenEnemyprotectedvirtual
enablePersistencePlatformerPro.PersistableObject
enemyAiPlatformerPro.Enemyprotected
EnemyAIEventPlatformerPro.Enemy
enemyInteractsWithPlatformsPlatformerPro.Enemy
enemyPersistenceImplementationPlatformerPro.Enemy
ExtraPersistenceDataPlatformerPro.Enemyprotected
ExtraPersistenceDataAsObjectPlatformerPro.Enemy
FacingDirectionPlatformerPro.Enemy
feetHeightPlatformerPro.Enemy
feetWidthPlatformerPro.Enemy
FrictionPlatformerPro.Enemy
geometryLayerMaskPlatformerPro.Enemy
globalGotosPlatformerPro.SequenceDrivenEnemy
GravityPlatformerPro.Enemy
groundedPlatformerPro.Enemyprotected
GroundedPlatformerPro.Enemy
GroundedLeftPlatformerPro.Enemy
groundedLookAheadPlatformerPro.Enemy
GroundedRightPlatformerPro.Enemy
GroundLayerPlatformerPro.Enemy
guidPlatformerPro.PersistableObject
HandleWillExitScene(object sender, SceneEventArgs e)PlatformerPro.Enemyprotectedvirtual
hasRunCheckForCharacterPlatformerPro.SequenceDrivenEnemyprotected
HeaderPlatformerPro.Enemy
Heal(int amount)PlatformerPro.Enemyvirtual
healthPlatformerPro.Enemy
Hear()PlatformerPro.SequenceDrivenEnemyprotectedvirtual
hearingLayersPlatformerPro.SequenceDrivenEnemy
hearingOffsetPlatformerPro.SequenceDrivenEnemy
hearingRadiusPlatformerPro.SequenceDrivenEnemy
HitCharacter(Character character, DamageInfo info)PlatformerPro.Enemyvirtual
ignoredCollidersPlatformerPro.Enemyprotected
ignoredSlopePlatformerPro.Enemyprotected
IgnoredSlopePlatformerPro.Enemy
infiniteLoopCheckPlatformerPro.SequenceDrivenEnemyprotected
invulnerableTimePlatformerPro.Enemy
invulnerableTimerPlatformerPro.Enemyprotected
IsColliderIgnored(Collider2D collider)PlatformerPro.Enemyvirtual
IsInvulnerablePlatformerPro.Enemy
LastFacedDirectionPlatformerPro.Enemy
leftFeetCollisionsPlatformerPro.Enemy
leftFootPlatformerPro.Enemyprotected
leftSidePlatformerPro.Enemyprotected
MakeInvulnerable(float invulnerableTime)PlatformerPro.Enemyvirtual
MakeVulnerable()PlatformerPro.Enemyvirtual
MAX_ENEMY_SLOPEPlatformerPro.Enemyprotectedstatic
MaxStateChangesPlatformerPro.SequenceDrivenEnemyprotectedstatic
maxTargetDistancePlatformerPro.SequenceDrivenEnemy
MinSideAnglePlatformerPro.Enemy
movementPlatformerPro.Enemyprotected
MovementComplete()PlatformerPro.SequenceDrivenEnemyvirtual
MovementHasCompletedPlatformerPro.Enemy
myTransformPlatformerPro.Enemyprotected
OnChangeAnimationState()PlatformerPro.Enemyvirtual
OnChangeAnimationState(AnimationState state, AnimationState previousState)PlatformerPro.Enemyprotectedvirtual
OnChangeAnimationState(AnimationState state, AnimationState previousState, int priority)PlatformerPro.Enemyprotectedvirtual
OnCharacterDamaged(DamageInfo info)PlatformerPro.Enemyprotectedvirtual
OnCollided(DamageInfo info)PlatformerPro.Enemyprotectedvirtual
OnDamaged(DamageInfo info)PlatformerPro.Enemyprotectedvirtual
OnDied(DamageInfo info)PlatformerPro.Enemyprotectedvirtual
OnEnemyAIEvent(string eventName)PlatformerPro.Enemyvirtual
OnMovementHasCompleted()PlatformerPro.Enemyprotectedvirtual
OnPhaseEnter()PlatformerPro.SequenceDrivenEnemyprotectedvirtual
OnPhaseExit()PlatformerPro.SequenceDrivenEnemyprotectedvirtual
OnStateEnter()PlatformerPro.SequenceDrivenEnemyprotectedvirtual
OnStateExit()PlatformerPro.SequenceDrivenEnemyprotectedvirtual
overrideStatePlatformerPro.Enemyprotected
OverrideStatePlatformerPro.Enemy
parentPlatformPlatformerPro.Enemyprotected
persistenceImplementationPlatformerPro.PersistableObject
PhaseEnterPlatformerPro.SequenceDrivenEnemy
PhaseExitPlatformerPro.SequenceDrivenEnemy
phaseHitCountPlatformerPro.SequenceDrivenEnemyprotected
phaseInfoPlatformerPro.SequenceDrivenEnemy
phaseLoopCountPlatformerPro.SequenceDrivenEnemyprotected
phaseTimerPlatformerPro.SequenceDrivenEnemyprotected
platformCollisionArgsPlatformerPro.Enemyprotected
PostInit()PlatformerPro.SequenceDrivenEnemyprotectedvirtual
PreviousRotationPlatformerPro.Enemy
PreviousVelocityPlatformerPro.Enemy
ProcessState()PlatformerPro.PersistableObjectprotectedvirtual
proximityCollidersPlatformerPro.SequenceDrivenEnemyprotected
RemoveAnimationOverride(string overrideState)PlatformerPro.Enemyvirtual
RemoveIgnoredCollider(Collider2D collider)PlatformerPro.Enemyvirtual
Reset()PlatformerPro.Enemyvirtual
rightFeetCollisionsPlatformerPro.Enemy
rightFootPlatformerPro.Enemyprotected
rightSidePlatformerPro.Enemyprotected
SavePersistenceData()PlatformerPro.Enemyprotectedvirtual
See()PlatformerPro.SequenceDrivenEnemyprotectedvirtual
SetHealth(int amount)PlatformerPro.Enemyvirtual
SetPersistenceDefaults()PlatformerPro.Enemyprotectedvirtual
SetPersistenceState(bool state)PlatformerPro.PersistableObject
SetPersistenceState(bool state, string extraPersistenceData)PlatformerPro.PersistableObject
SetVelocityX(float x)PlatformerPro.Enemyvirtual
SetVelocityY(float y)PlatformerPro.Enemyvirtual
sideHeightPlatformerPro.Enemy
sideWidthPlatformerPro.Enemy
sightDistancePlatformerPro.SequenceDrivenEnemy
sightLayersPlatformerPro.SequenceDrivenEnemy
sightYOffsetPlatformerPro.SequenceDrivenEnemy
SlopeActualRotationPlatformerPro.Enemy
SlopeTargetRotationPlatformerPro.Enemy
spawnedObjectNamePlatformerPro.PersistableObject
startFacingDirectionPlatformerPro.Enemy
StartingHealthPlatformerPro.Enemy
startingHealthPlatformerPro.SequenceDrivenEnemyprotected
StatePlatformerPro.Enemy
StateEnterPlatformerPro.SequenceDrivenEnemy
StateExitPlatformerPro.SequenceDrivenEnemy
stateHitCountPlatformerPro.SequenceDrivenEnemyprotected
stateMovementCompletePlatformerPro.SequenceDrivenEnemyprotected
stateTimerPlatformerPro.SequenceDrivenEnemyprotected
SwitchColliders()PlatformerPro.Enemyprotectedvirtual
switchCollidersOnDirectionChangePlatformerPro.Enemy
SwitchDirection()PlatformerPro.Enemyvirtual
switchDirectionOnSideHitPlatformerPro.Enemy
targetPlatformerPro.PersistableObject
terminalVelocityPlatformerPro.Enemy
TransformPlatformerPro.Enemy
Translate(float x, float y, bool applyYTransformsInWorldSpace)PlatformerPro.Enemyvirtual
useCharacterGravityPlatformerPro.Enemy
useDefaultPersistencePlatformerPro.Enemy
Validate(PlatformerProMonoBehaviour myTarget)PlatformerPro.PlatformerProMonoBehaviourvirtual
VelocityPlatformerPro.Enemy
VideoLinkPlatformerPro.PlatformerProMonoBehaviour
willExitPhasePlatformerPro.SequenceDrivenEnemyprotected
willExitStatePlatformerPro.SequenceDrivenEnemyprotected
ZLayerPlatformerPro.Enemy