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Platformer Pro
2.3.2
A platform game kit for Unity.
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A special movement which uses mecanim target. Typically for acrobatic moves. More...
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 () |
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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... | |
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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... | |
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new static MovementInfo | Info [get] |
Static movement info used by the editor. More... | |
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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... | |
A special movement which uses mecanim target. Typically for acrobatic moves.
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protectedvirtual |
Check if we should do a move based on the special platform.
true
, if platform was checked, false
otherwise.platform | Platform. |
override void PlatformerPro.SpecialMovement_MecanimTargetted.DoMove | ( | ) |
Moves the character.
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virtual |
Start the special move.
Reimplemented from PlatformerPro.SpecialMovement.
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.
true
if control is wanted, false
otherwise.override Movement PlatformerPro.SpecialMovement_MecanimTargetted.Init | ( | Character | character, |
MovementVariable[] | movementData | ||
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override void PlatformerPro.SpecialMovement_MecanimTargetted.LosingControl | ( | ) |
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protectedvirtual |
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virtual |
Gets a value indicating whether this movement wants to do a special move.
true
if this instance wants control; otherwise, false
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Reimplemented from PlatformerPro.SpecialMovement.
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staticprotected |
The index of the animation as in value.
AnimationState PlatformerPro.SpecialMovement_MecanimTargetted.animationState |
Animation state that we will set when playing this special move.
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protected |
Direction we were facing when move began.
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staticprotected |
The size of the movement variable array.
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protected |
Have we started the move?
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protected |
Cached reference to the animator.
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protected |
Copy of the original value of the apply root motion variable. We will set state back to this on move completion.
float PlatformerPro.SpecialMovement_MecanimTargetted.requiredSpeed |
How fast we need to be going before we can start this movement.
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staticprotected |
The index of the required speed.
bool PlatformerPro.SpecialMovement_MecanimTargetted.requiresJumpButton |
Do we need to push the jump button to start this movement.
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staticprotected |
The requires jump button index.
float PlatformerPro.SpecialMovement_MecanimTargetted.targetEndTime |
Normalised time that the targetting ends.
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staticprotected |
The index of the target end time value.
AvatarTarget PlatformerPro.SpecialMovement_MecanimTargetted.targetLimb |
Limb that will be targetted to the target position from the SpecialPlatform.
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staticprotected |
The index of the target limb as int value.
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protected |
Cached copy of the target position.
float PlatformerPro.SpecialMovement_MecanimTargetted.targetStartTime |
Normalised time that the targetting starts.
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staticprotected |
The index of the target start time value.
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get |
Gets the animation state that this movement wants to set.
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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.
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staticget |
Static movement info used by the editor.
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get |
Shoulds the apply gravity.
true
, if apply gravity was shoulded, false
otherwise.
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get |
Gets the should do base collisions.
The should do base collisions.