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Platformer Pro
2.3.2
A platform game kit for Unity.
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A wrapper class for handling moving against a wall that proxies the movement function to the desired implementation. More...
Public Member Functions | |
virtual bool | WantsCling () |
Gets a value indicating whether this movement wants to intiate a wall clinging behaviour. More... | |
virtual void | DoCling () |
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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... | |
Static Protected Attributes | |
const int | RequiredCollidersIndex = 1 |
The index of the property for the required colliders. /// More... | |
const int | MovementVariableCount = 2 |
The size of the movement variable array. More... | |
const int | DefaultRequiredColliders = 2 |
The index of the property for the required colliders. /// More... | |
Properties | |
virtual bool | ClingToAllWalls [get, protected set] |
If true this applies to all walls and there is no need to use tags or layers to detect walls. More... | |
virtual bool | DetectWallsByTag [get, protected set] |
Should we find walls by tag or by layer. If true we will use tags, if false we will use layers. Tags are easier to use but come with an allocation cost. More... | |
virtual string | WallLayerOrTagName [get, protected set] |
The name of the wall layer if we find by layers, or the tag name if we find by tags. More... | |
virtual int | RequiredColliders [get, protected set] |
The number of colliders required for wall clinging to intiate. Note these colliders don't need to be hitting the same wall just a wall on the same side (so you can move up a wall made of tiled boxes). More... | |
override bool | ShouldDoRotations [get] |
Gets a value indicating whether this PlatformerPro.Movement expects the rotations to be calculated and applied by the character. By default walls don't do this. More... | |
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... | |
Additional Inherited Members | |
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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... | |
A wrapper class for handling moving against a wall that proxies the movement function to the desired implementation.
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virtual |
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virtual |
Gets a value indicating whether this movement wants to intiate a wall clinging behaviour.
Reimplemented in PlatformerPro.WallMovement_WallJump_V2, PlatformerPro.WallMovement_WallJump, PlatformerPro.WallMovement_WallClingAndRun, PlatformerPro.WallMovement_WallClingAndClimb, PlatformerPro.WallMovement_WallCling, PlatformerPro.WallMovement_LedgeClimb, and PlatformerPro.WallMovement_AutoStick.
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staticprotected |
The index of the property for the required colliders. ///
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staticprotected |
The size of the movement variable array.
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staticprotected |
The index of the property for the required colliders. ///
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getprotected set |
If true this applies to all walls and there is no need to use tags or layers to detect walls.
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getprotected set |
Should we find walls by tag or by layer. If true we will use tags, if false we will use layers. Tags are easier to use but come with an allocation cost.
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staticget |
Static movement info used by the editor.
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getprotected set |
The number of colliders required for wall clinging to intiate. Note these colliders don't need to be hitting the same wall just a wall on the same side (so you can move up a wall made of tiled boxes).
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get |
Gets a value indicating whether this PlatformerPro.Movement expects the rotations to be calculated and applied by the character. By default walls don't do this.
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getprotected set |
The name of the wall layer if we find by layers, or the tag name if we find by tags.