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

A special movement which uses mecanim target. Typically for acrobatic moves. More...

Inheritance diagram for PlatformerPro.SpecialMovement_MecanimTargetted:
PlatformerPro.SpecialMovement PlatformerPro.BaseMovement< SpecialMovement >

Public Member Functions

override Movement Init (Character character, MovementVariable[] movementData)
 Initialise the mvoement with the given movement data. More...
 
override bool WantsSpecialMove ()
 Gets a value indicating whether this movement wants to do a special move. More...
 
override void DoMove ()
 Moves the character. More...
 
override bool ForceMaintainControl ()
 If this is true then the movement wants to maintain control of the character even if default transition conditions suggest it shouldn't. More...
 
override void DoSpecialMove ()
 Start the special move. More...
 
override void LosingControl ()
 
- Public Member Functions inherited from PlatformerPro.BaseMovement< SpecialMovement >
sealed override Movement Init (Character character)
 Initialise this movement. More...
 
bool IsMovementDataDifferent (MovementVariable[] originalMovementData)
 Determines whether this instances movement data is different from the supplied originalMovementData. More...
 

Public Attributes

bool requiresJumpButton
 Do we need to push the jump button to start this movement. More...
 
float requiredSpeed
 How fast we need to be going before we can start this movement. More...
 
AvatarTarget targetLimb
 Limb that will be targetted to the target position from the SpecialPlatform. More...
 
float targetStartTime
 Normalised time that the targetting starts. More...
 
float targetEndTime
 Normalised time that the targetting ends. More...
 
AnimationState animationState
 Animation state that we will set when playing this special move. More...
 

Protected Member Functions

virtual bool CheckPlatform (SpecialMovementPlatform platform)
 Check if we should do a move based on the special platform. More...
 
virtual void ProcessMatchTarget ()
 

Protected Attributes

Vector3 targetPosition
 Cached copy of the target position. More...
 
bool moveStarted
 Have we started the move? More...
 
Animator myAnimator
 Cached reference to the animator. More...
 
bool originalRootMotionState
 Copy of the original value of the apply root motion variable. We will set state back to this on move completion. More...
 
int facingDirection
 Direction we were facing when move began. More...
 
- Protected Attributes inherited from PlatformerPro.BaseMovement< SpecialMovement >
Movement implementation
 The class that will do the movement. More...
 
string movementType
 The type of movement as a string. More...
 
MovementVariable[] movementData
 Data that should be applied to the movement type on init. More...
 

Static Protected Attributes

const int RequiresJumpButtonIndex = 0
 The requires jump button index. More...
 
const int RequiredSpeedIndex = 1
 The index of the required speed. More...
 
const int TargetLimbIndex = 2
 The index of the target limb as int value. More...
 
const int TargetStartTimeIndex = 3
 The index of the target start time value. More...
 
const int TargetEndTimeIndex = 4
 The index of the target end time value. More...
 
const int AnimationAsIntIndex = 5
 The index of the animation as in value. More...
 
const int MovementVariableCount = 6
 The size of the movement variable array. More...
 

Properties

new static MovementInfo Info [get]
 Static movement info used by the editor. More...
 
override AnimationState AnimationState [get]
 Gets the animation state that this movement wants to set. More...
 
override int FacingDirection [get]
 Returns the direction the character is facing. 0 for none, 1 for right, -1 for left. This overriden version always returns the input direction. More...
 
override bool ShouldApplyGravity [get]
 Shoulds the apply gravity. More...
 
override RaycastType ShouldDoBaseCollisions [get]
 Gets the should do base collisions. More...
 
- Properties inherited from PlatformerPro.SpecialMovement
new static MovementInfo Info [get]
 Static movement info used by the editor. More...
 
- Properties inherited from PlatformerPro.BaseMovement< SpecialMovement >
virtual string MovementType [get, set]
 The type of movement as a string. More...
 
virtual MovementVariable[] MovementData [get, set]
 Data that should be applied to the movement type on init. More...
 
new static MovementInfo Info [get]
 Static movement info used by the editor. More...
 
override bool Enabled [get, set]
 A custom enable which base movements can use to pass on enable values. More...
 
override Movement Implementation [get]
 Gets the underlying implementation. More...
 

Detailed Description

A special movement which uses mecanim target. Typically for acrobatic moves.

Member Function Documentation

◆ CheckPlatform()

virtual bool PlatformerPro.SpecialMovement_MecanimTargetted.CheckPlatform ( SpecialMovementPlatform  platform)
protectedvirtual

Check if we should do a move based on the special platform.

Returns
true, if platform was checked, false otherwise.
Parameters
platformPlatform.

◆ DoMove()

override void PlatformerPro.SpecialMovement_MecanimTargetted.DoMove ( )

Moves the character.

◆ DoSpecialMove()

override void PlatformerPro.SpecialMovement_MecanimTargetted.DoSpecialMove ( )
virtual

Start the special move.

Reimplemented from PlatformerPro.SpecialMovement.

◆ ForceMaintainControl()

override bool PlatformerPro.SpecialMovement_MecanimTargetted.ForceMaintainControl ( )

If this is true then the movement wants to maintain control of the character even if default transition conditions suggest it shouldn't.

Returns
true if control is wanted, false otherwise.

◆ Init()

override Movement PlatformerPro.SpecialMovement_MecanimTargetted.Init ( Character  character,
MovementVariable[]  movementData 
)

Initialise the mvoement with the given movement data.

Parameters
characterCharacter.
movementDataMovement data.

◆ LosingControl()

override void PlatformerPro.SpecialMovement_MecanimTargetted.LosingControl ( )

◆ ProcessMatchTarget()

virtual void PlatformerPro.SpecialMovement_MecanimTargetted.ProcessMatchTarget ( )
protectedvirtual

◆ WantsSpecialMove()

override bool PlatformerPro.SpecialMovement_MecanimTargetted.WantsSpecialMove ( )
virtual

Gets a value indicating whether this movement wants to do a special move.

true if this instance wants control; otherwise, false.

Reimplemented from PlatformerPro.SpecialMovement.

Member Data Documentation

◆ AnimationAsIntIndex

const int PlatformerPro.SpecialMovement_MecanimTargetted.AnimationAsIntIndex = 5
staticprotected

The index of the animation as in value.

◆ animationState

AnimationState PlatformerPro.SpecialMovement_MecanimTargetted.animationState

Animation state that we will set when playing this special move.

◆ facingDirection

int PlatformerPro.SpecialMovement_MecanimTargetted.facingDirection
protected

Direction we were facing when move began.

◆ MovementVariableCount

const int PlatformerPro.SpecialMovement_MecanimTargetted.MovementVariableCount = 6
staticprotected

The size of the movement variable array.

◆ moveStarted

bool PlatformerPro.SpecialMovement_MecanimTargetted.moveStarted
protected

Have we started the move?

◆ myAnimator

Animator PlatformerPro.SpecialMovement_MecanimTargetted.myAnimator
protected

Cached reference to the animator.

◆ originalRootMotionState

bool PlatformerPro.SpecialMovement_MecanimTargetted.originalRootMotionState
protected

Copy of the original value of the apply root motion variable. We will set state back to this on move completion.

◆ requiredSpeed

float PlatformerPro.SpecialMovement_MecanimTargetted.requiredSpeed

How fast we need to be going before we can start this movement.

◆ RequiredSpeedIndex

const int PlatformerPro.SpecialMovement_MecanimTargetted.RequiredSpeedIndex = 1
staticprotected

The index of the required speed.

◆ requiresJumpButton

bool PlatformerPro.SpecialMovement_MecanimTargetted.requiresJumpButton

Do we need to push the jump button to start this movement.

◆ RequiresJumpButtonIndex

const int PlatformerPro.SpecialMovement_MecanimTargetted.RequiresJumpButtonIndex = 0
staticprotected

The requires jump button index.

◆ targetEndTime

float PlatformerPro.SpecialMovement_MecanimTargetted.targetEndTime

Normalised time that the targetting ends.

◆ TargetEndTimeIndex

const int PlatformerPro.SpecialMovement_MecanimTargetted.TargetEndTimeIndex = 4
staticprotected

The index of the target end time value.

◆ targetLimb

AvatarTarget PlatformerPro.SpecialMovement_MecanimTargetted.targetLimb

Limb that will be targetted to the target position from the SpecialPlatform.

◆ TargetLimbIndex

const int PlatformerPro.SpecialMovement_MecanimTargetted.TargetLimbIndex = 2
staticprotected

The index of the target limb as int value.

◆ targetPosition

Vector3 PlatformerPro.SpecialMovement_MecanimTargetted.targetPosition
protected

Cached copy of the target position.

◆ targetStartTime

float PlatformerPro.SpecialMovement_MecanimTargetted.targetStartTime

Normalised time that the targetting starts.

◆ TargetStartTimeIndex

const int PlatformerPro.SpecialMovement_MecanimTargetted.TargetStartTimeIndex = 3
staticprotected

The index of the target start time value.

Property Documentation

◆ AnimationState

override AnimationState PlatformerPro.SpecialMovement_MecanimTargetted.AnimationState
get

Gets the animation state that this movement wants to set.

◆ FacingDirection

override int PlatformerPro.SpecialMovement_MecanimTargetted.FacingDirection
get

Returns the direction the character is facing. 0 for none, 1 for right, -1 for left. This overriden version always returns the input direction.

◆ Info

new static MovementInfo PlatformerPro.SpecialMovement_MecanimTargetted.Info
staticget

Static movement info used by the editor.

◆ ShouldApplyGravity

override bool PlatformerPro.SpecialMovement_MecanimTargetted.ShouldApplyGravity
get

Shoulds the apply gravity.

Returns
true, if apply gravity was shoulded, false otherwise.

◆ ShouldDoBaseCollisions

override RaycastType PlatformerPro.SpecialMovement_MecanimTargetted.ShouldDoBaseCollisions
get

Gets the should do base collisions.

The should do base collisions.


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