![]() |
Platformer Pro
2.3.2
A platform game kit for Unity.
|
A special movement which plays the given animation until completion. 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... | |
virtual void | Play (AnimationState state) |
Start movement with the specified state. More... | |
virtual void | StopAnimation () |
Stops the movement. More... | |
override void | GainControl () |
Called when the movement gets control. Typically used to do initialisation of velocity and the like. More... | |
override void | LosingControl () |
Called when the movement loses control. Override to do any reset type actions. More... | |
![]() | |
virtual void | DoSpecialMove () |
Start the special mvoe More... | |
![]() | |
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... | |
Protected Attributes | |
bool | loopUntilInterrupted |
Should we keep looping forever. More... | |
bool | shouldApplyGravity |
Should we apply gravity. More... | |
AnimationState | fallAnimationState |
When used with fall enabled, what state shouldw e set when falling? More... | |
AnimationState | animationState |
Animation currently being played. More... | |
bool | moveStarted |
Have we started the movement. More... | |
Animator | myAnimator |
Cached reference to the animator. More... | |
![]() | |
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 | LoopUntilInterruptedIndex = 0 |
The index of the loop until interrupted in the movement data. More... | |
const int | ShouldApplyGravityIndex = 1 |
The index of the should apply gravity in the movement data.. More... | |
const int | FallAnimationStateIndex = 2 |
The index of the fall movement in the movement data.. More... | |
const int | MovementVariableCount = 3 |
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 bool | ShouldApplyGravity [get] |
Shoulds the apply gravity. More... | |
override RaycastType | ShouldDoBaseCollisions [get] |
Gets the should do base collisions. More... | |
![]() | |
new static MovementInfo | Info [get] |
Static movement info used by the editor. More... | |
![]() | |
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 plays the given animation until completion.
override void PlatformerPro.SpecialMovement_PlayAnimation.DoMove | ( | ) |
Moves the character.
override bool PlatformerPro.SpecialMovement_PlayAnimation.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 void PlatformerPro.SpecialMovement_PlayAnimation.GainControl | ( | ) |
Called when the movement gets control. Typically used to do initialisation of velocity and the like.
override Movement PlatformerPro.SpecialMovement_PlayAnimation.Init | ( | Character | character, |
MovementVariable[] | movementData | ||
) |
override void PlatformerPro.SpecialMovement_PlayAnimation.LosingControl | ( | ) |
Called when the movement loses control. Override to do any reset type actions.
|
virtual |
Start movement with the specified state.
state | Animation state. |
|
virtual |
Stops the movement.
|
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.
|
protected |
Animation currently being played.
|
protected |
When used with fall enabled, what state shouldw e set when falling?
|
staticprotected |
The index of the fall movement in the movement data..
|
protected |
Should we keep looping forever.
|
staticprotected |
The index of the loop until interrupted in the movement data.
|
staticprotected |
The size of the movement variable array.
|
protected |
Have we started the movement.
|
protected |
Cached reference to the animator.
|
protected |
Should we apply gravity.
|
staticprotected |
The index of the should apply gravity in the movement data..
|
get |
Gets the animation state that this movement wants to set.
|
staticget |
Static movement info used by the editor.
|
get |
Shoulds the apply gravity.
true
, if apply gravity was shoulded, false
otherwise.
|
get |
Gets the should do base collisions.
The should do base collisions.