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Platformer Pro
2.3.2
A platform game kit for Unity.
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A platform defining a set of steps. More...
Public Member Functions | |
override bool | IgnoreCollision (Character character, BasicRaycast collider) |
Called to determine if collision should be ignored. More... | |
int | GetStepForPosition (Vector2 position) |
Gets the step number for a given world position. More... | |
Vector2 | GetPositionForStep (int step) |
Gets the position for the middle top of the given step. Doesn't check step bounds. More... | |
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virtual void | Activate (IMob mob) |
Activate the platform. More... | |
virtual void | Deactivate (IMob mob) |
Deactivate the platform. 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... | |
virtual void | UnParent (IMob character) |
Called when the character is unparented from this platform. More... | |
virtual bool | SkipMovement (Character character, Movement movement) |
Does this platform want to prevent the given movement from moving. Generally implementations will use the movement.GetType() to restrict specific classes of movement. Only applied when character is parented to the platform. More... | |
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void | SetPersistenceState (bool state) |
Sets the persistence state. More... | |
void | SetPersistenceState (bool state, string extraPersistenceData) |
Sets the persistence state, overriding extra persistence data More... | |
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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... | |
Protected Member Functions | |
override void | PostInit () |
Init this instance. More... | |
bool | ShouldStartDescent (Character character, BasicRaycast collider) |
Should we start descending stairs. More... | |
bool | ShouldStartClimb (Character character, BasicRaycast collider) |
Should we start climbing stairs. More... | |
bool | ShouldAirMount (Character character, BasicRaycast collider) |
Determines if we should mount the stairs when we fall on them. More... | |
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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 bool | CustomCollide (PlatformCollisionArgs args) |
Called when one of the characters colliders collides with this platform. This should be overriden for platform specific behaviour. 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... | |
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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 | |
int | stepCount = 5 |
The number of steps that are on these stairs. More... | |
float | ignoreColliderDistance = 0.25f |
Ignore the charater unless they are this deep in to the ocllider (stops character climbing the starts of the stairs as if its a slope). More... | |
StairCollisionType | topMountType |
StairCollisionType | bottomMountType |
StairAirType | airMountType |
Vector2 | stepSize |
The calculated size of each step More... | |
float | stepDirection |
The step direction. We use a float becasue we are frequently using this in multiplication and divison with other floats. More... | |
Vector2 | leftPoint |
The leftmost stair point. More... | |
Vector2 | rightPoint |
The right most stair point. More... | |
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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... | |
Properties | |
Vector2 | StepSize [get] |
The size of a step. More... | |
float | StepDirection [get] |
Direction of the stair case, 1 means ascending to the right, -1 means ascending to the left. More... | |
int | LastStep [get] |
Gets the last step/total number of steps. More... | |
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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... | |
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virtual string | ExtraPersistenceData [get] |
Gets the extra persistence data. More... | |
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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... | |
Additional Inherited Members | |
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bool | useDefaultPersistence |
Does this Item get persistence defaults form the Game manager? More... | |
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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... | |
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static Color | GizmoColor = new Color(0.3f, 0.4f, 1.0f, 1.0f) |
Default color to use when drawing Platform gizmos. More... | |
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static GUIStyle | connectionHandleStyle |
The conneciton handle stlye More... | |
static Platform | activeConnectHandleDrag |
static Vector3 | currentConnectPosition |
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System.EventHandler< CharacterEventArgs > | PlatformActivated |
Occurs when activated. More... | |
System.EventHandler< CharacterEventArgs > | PlatformDeactivated |
Occurs when deactivated. More... | |
System.EventHandler< CharacterEventArgs > | Fired |
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... | |
A platform defining a set of steps.
Vector2 PlatformerPro.Stairs.GetPositionForStep | ( | int | step | ) |
Gets the position for the middle top of the given step. Doesn't check step bounds.
step | Step. |
int PlatformerPro.Stairs.GetStepForPosition | ( | Vector2 | position | ) |
Gets the step number for a given world position.
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virtual |
Called to determine if collision should be ignored.
false
character | Character. |
collider | Collider. |
Reimplemented from PlatformerPro.Platform.
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protectedvirtual |
Init this instance.
Reimplemented from PlatformerPro.Platform.
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protected |
Determines if we should mount the stairs when we fall on them.
true
, if we should mount stairs. character | Character. |
collider | Collider. |
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protected |
Should we start climbing stairs.
true
, if we should start climbing, false
otherwise.character | Character. |
collider | Collider. |
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protected |
Should we start descending stairs.
true
, if we should start descending, false
otherwise.character | Character. |
collider | Collider. |
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protected |
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protected |
summary> How we determine if we should mount stairs when in the air.
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protected |
Ignore the charater unless they are this deep in to the ocllider (stops character climbing the starts of the stairs as if its a slope).
summary> How we determine if we should start descending the stairs.
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protected |
The leftmost stair point.
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protected |
The right most stair point.
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protected |
The number of steps that are on these stairs.
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protected |
The step direction. We use a float becasue we are frequently using this in multiplication and divison with other floats.
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protected |
The calculated size of each step
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protected |
summary> How we determine if we should start ascending the stairs.
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get |
Gets the last step/total number of steps.
The last step.
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get |
Direction of the stair case, 1 means ascending to the right, -1 means ascending to the left.
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get |
The size of a step.