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

A platform that springs the character in to the air using the characters DefaultAirMovement. More...

Inheritance diagram for PlatformerPro.SpringboardPlatform:
PlatformerPro.Platform PlatformerPro.PersistableObject PlatformerPro.PlatformerProMonoBehaviour PlatformerPro.EnemySpringBoard

Public Member Functions

override void UnParent (IMob character)
 Called when the character is unparented from this platform. More...
 
override bool SkipMovement (Character character, Movement movement)
 Skip air movements as this platform wants to control the jump button. More...
 
- Public Member Functions inherited from PlatformerPro.Platform
virtual void Activate (IMob mob)
 Activate the platform. More...
 
virtual void Deactivate (IMob mob)
 Deactivate the platform. More...
 
virtual bool IgnoreCollision (Character character, BasicRaycast collider)
 Called to determine if collision should be ignored. Use for one way platforms or z-ordered platforms like those found in loops. More...
 
virtual bool Collide (PlatformCollisionArgs args)
 Called when one of the characters colliders collides with this platform. More...
 
virtual void Parent (IMob character)
 Called when the character is parented to this platform. More...
 
- Public Member Functions inherited from PlatformerPro.PersistableObject
void SetPersistenceState (bool state)
 Sets the persistence state. More...
 
void SetPersistenceState (bool state, string extraPersistenceData)
 Sets the persistence state, overriding extra persistence data 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

float springDelay = 0.2f
 How long to wait before the character is flung in to the air. More...
 
float resetDelay = 0.05f
 How long to wait before reseting the spring animation after flinging the character. More...
 
float springHeight = 2.0f
 How high the character will spring if they do not press jump. More...
 
float springPlusJumpHeight = 4.0f
 How high the character will spring if they do press jump. More...
 
bool pressJumpToGetHighJump = true
 Does the character have to press jump to get the high jump or can they just hold the jump button down? More...
 
Sprite sprungSprite
 The sprite to use when the springboard has sprung. More...
 
- Public Attributes inherited from PlatformerPro.Platform
bool useDefaultPersistence
 Does this Item get persistence defaults form the Game manager? More...
 
- Public Attributes inherited from PlatformerPro.PersistableObject
bool enablePersistence
 Should we enable persistence? More...
 
string guid = System.Guid.NewGuid().ToString()
 Unique ID for this object. You shoulnd't need to edit this, use editor debug mode if you must. More...
 
GameObject target
 GameObject to apply persitence settings to, defaults to self. More...
 
PersistableObjectType persistenceImplementation
 How do we implement the persistence settings. More...
 
bool defaultStateIsDisabled
 If true then the obejct starts disabled. More...
 
string spawnedObjectName
 If this item was spawned then save the name of the prefab here. More...
 

Protected Member Functions

override void PostInit ()
 Init this instance. More...
 
override bool CustomCollide (PlatformCollisionArgs args)
 If the collision is a foot and character is moving down get ready to launch. More...
 
virtual IEnumerator DelaySpring ()
 Delays the spring until ready. More...
 
virtual IEnumerator ResetSpring ()
 Resets the spring after a delay. More...
 
virtual void DoSpring ()
 Does the actual springing. More...
 
virtual void DoReset ()
 Does the spring reset. More...
 
- Protected Member Functions inherited from PlatformerPro.Platform
virtual void OnPlatformActivated (IMob character)
 Raises the activated event. More...
 
virtual void DoUpdate ()
 Add update code here so it isn't triggered during play mode. More...
 
virtual void OnPlatformDeactivated (IMob character)
 Raises the deactivated event. More...
 
virtual void OnFired (IMob character)
 Raises the fired event. More...
 
void BaseCollide (PlatformCollisionArgs args)
 Called when one of the characters colliders collides with this platform. This handles basic shared behaviour. If you want to ignore it you can ovverride Collide() instead of CustomCollide(). More...
 
virtual void SavePersistenceData ()
 Gets the extra persistence data which is used to save platform state. NOTE: Generally you should override ExtraPersistenceData to save a different set of data. More...
 
override void ApplyCustomPersistence (PersistableObjectData data)
 Custom persistable implementation. Override to customise. More...
 
virtual void DoDrawGizmos ()
 Draw the base gizmos More...
 
virtual void DoDrawSelectedGizmos ()
 Draw the base gizmos shown when selected. More...
 
virtual void OnConnectedToObject (Object other)
 Called when the connect handle is dragged on to another object. More...
 
- Protected Member Functions inherited from PlatformerPro.PersistableObject
virtual void SetPersistenceDefaults ()
 Sets the persistence defaults. More...
 
virtual void ProcessState ()
 Processes the persisted state. More...
 
virtual void ApplyExtraPersistenceData (PersistableObjectData data)
 Apply any extra data. This differs from custom persistence, as custom persistence must control both data and ctivation state. More...
 

Protected Attributes

Character character
 The character currently on the springboard. More...
 
bool jumpHasBeenPressed
 Track if we have pressed/held jump while on the platform. More...
 
Sprite originalSprite
 Stores a copy of the springboards original (unsprung) sprite. More...
 
- Protected Attributes inherited from PlatformerPro.Platform
float friction = -1
 The friction coefficient use -1 for default. More...
 
PlatformActivationType automaticActivation
 How should the platform activate itself? More...
 
PlatformDeactivationType automaticDeactivation
 How should the platform deactivate itself? More...
 
bool conditionsEnableCollisions = true
 Should additional conditions enable or disable collisions. More...
 
CharacterEventArgs characterEventArgs
 A cached character event args that we update so we don't need to allocate. More...
 
AdditionalCondition[] conditions
 Cached list of all additional conditions. More...
 

Additional Inherited Members

- Static Public Attributes inherited from PlatformerPro.Platform
static Color GizmoColor = new Color(0.3f, 0.4f, 1.0f, 1.0f)
 Default color to use when drawing Platform gizmos. More...
 
- Static Protected Attributes inherited from PlatformerPro.Platform
static GUIStyle connectionHandleStyle
 The conneciton handle stlye More...
 
static Platform activeConnectHandleDrag
 
static Vector3 currentConnectPosition
 
- Properties inherited from PlatformerPro.Platform
virtual bool Activated [get, protected set]
 Gets or sets a value indicating whether this PlatformerPro.Platform is activated. More...
 
virtual float Friction [get]
 Gets the friction coefficent for the platform. Returns -1 if the default should be used. More...
 
virtual bool IsMultiplayerReady [get]
 Gets a value indicating whether this platform can handle multiple characters at once. More...
 
virtual PlatformActivationType ForcedActivation [get]
 If this is not NONE then the actiation state will be forced to this value and not editable by user. More...
 
virtual PlatformDeactivationType ForcedDeactivation [get]
 If this is not NONE then the deactiation state will be forced to this value and not editable by user. More...
 
- Properties inherited from PlatformerPro.PersistableObject
virtual string ExtraPersistenceData [get]
 Gets the extra persistence data. 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...
 
- Events inherited from PlatformerPro.Platform
System.EventHandler< CharacterEventArgsPlatformActivated
 Occurs when activated. More...
 
System.EventHandler< CharacterEventArgsPlatformDeactivated
 Occurs when deactivated. More...
 
System.EventHandler< CharacterEventArgsFired
 Some platforms have a special kind of action separate to activa or deactivate. For example the spring of a spring baord, or the fall of a decaying platform. This event is sent for those states. More...
 

Detailed Description

A platform that springs the character in to the air using the characters DefaultAirMovement.

Member Function Documentation

◆ CustomCollide()

override bool PlatformerPro.SpringboardPlatform.CustomCollide ( PlatformCollisionArgs  args)
protectedvirtual

If the collision is a foot and character is moving down get ready to launch.

Parameters
characterCharacter.
typeType of raycast.
Returns
true if character should be parented to this platform, otherwise false.

Reimplemented from PlatformerPro.Platform.

◆ DelaySpring()

virtual IEnumerator PlatformerPro.SpringboardPlatform.DelaySpring ( )
protectedvirtual

Delays the spring until ready.

◆ DoReset()

virtual void PlatformerPro.SpringboardPlatform.DoReset ( )
protectedvirtual

Does the spring reset.

◆ DoSpring()

virtual void PlatformerPro.SpringboardPlatform.DoSpring ( )
protectedvirtual

Does the actual springing.

Reimplemented in PlatformerPro.EnemySpringBoard.

◆ PostInit()

override void PlatformerPro.SpringboardPlatform.PostInit ( )
protectedvirtual

Init this instance.

Reimplemented from PlatformerPro.Platform.

◆ ResetSpring()

virtual IEnumerator PlatformerPro.SpringboardPlatform.ResetSpring ( )
protectedvirtual

Resets the spring after a delay.

Returns
The spring.

◆ SkipMovement()

override bool PlatformerPro.SpringboardPlatform.SkipMovement ( Character  character,
Movement  movement 
)
virtual

Skip air movements as this platform wants to control the jump button.

Returns
true

false

Parameters
characterThe character.
movementMovement being checked.

Reimplemented from PlatformerPro.Platform.

◆ UnParent()

override void PlatformerPro.SpringboardPlatform.UnParent ( IMob  character)
virtual

Called when the character is unparented from this platform.

Reimplemented from PlatformerPro.Platform.

Member Data Documentation

◆ character

Character PlatformerPro.SpringboardPlatform.character
protected

The character currently on the springboard.

◆ jumpHasBeenPressed

bool PlatformerPro.SpringboardPlatform.jumpHasBeenPressed
protected

Track if we have pressed/held jump while on the platform.

◆ originalSprite

Sprite PlatformerPro.SpringboardPlatform.originalSprite
protected

Stores a copy of the springboards original (unsprung) sprite.

◆ pressJumpToGetHighJump

bool PlatformerPro.SpringboardPlatform.pressJumpToGetHighJump = true

Does the character have to press jump to get the high jump or can they just hold the jump button down?

◆ resetDelay

float PlatformerPro.SpringboardPlatform.resetDelay = 0.05f

How long to wait before reseting the spring animation after flinging the character.

◆ springDelay

float PlatformerPro.SpringboardPlatform.springDelay = 0.2f

How long to wait before the character is flung in to the air.

◆ springHeight

float PlatformerPro.SpringboardPlatform.springHeight = 2.0f

How high the character will spring if they do not press jump.

◆ springPlusJumpHeight

float PlatformerPro.SpringboardPlatform.springPlusJumpHeight = 4.0f

How high the character will spring if they do press jump.

◆ sprungSprite

Sprite PlatformerPro.SpringboardPlatform.sprungSprite

The sprite to use when the springboard has sprung.


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