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Platformer Pro
2.3.2
A platform game kit for Unity.
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A wall movment class that can stick to and slide down walls. The character can also jump from the wall. More...
Public Member Functions | |
override void | DoMove () |
Moves the character. More... | |
override Movement | Init (Character character, MovementVariable[] movementData) |
Initialise the movement with the given movement data. More... | |
override bool | WantsCling () |
Gets a value indicating whether this movement wants to intiate a wall clinging behaviour. More... | |
override void | DoCling () |
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. In this case control unless the character dismounts. More... | |
override void | LosingControl () |
Called when the movement loses control. Override to do any reset type actions. More... | |
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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 | |
float | clingGravity |
The gravity applied whle clining. Use 0 to allow infinite wall cling. More... | |
float | gravityDelay |
How long before the (potentially reduced) gravity is applied to a character that is wall clinging. More... | |
float | jumpHeight |
How high the character jumps on a wall jump. If 0 character will just fall from wall when jump is pressed. More... | |
float | ignoreClingAfterJumpTime |
How long after jumping the character is not able to wall cling. More... | |
bool | mustHoldToMaintainCling |
Does the user need to hold towards the wall constantly to maintain the cling? More... | |
float | ignoreJumpTime |
How long after clinging to the wall will the jump button be ignored. More... | |
Protected Attributes | |
float | ignoreWallClimbTimer |
While larger than zero the wall cling will be ignored. Usualy set after jumping. More... | |
float | ignoreGravityTimer |
While larger than zero no gravity will be applied. More... | |
float | ignoreJumpTimer |
While larger than zero player cannot jump off of wall. More... | |
BasicRaycast | highestRightCollider |
The highest right collider. More... | |
BasicRaycast | highestLeftCollider |
The highest left collider. More... | |
float | ableToacceptInputTimer |
If this is non-zero the character is able to press jump in order to wall jump. More... | |
float | ableToWallJumpTime = 0.15f |
How long after releaseing the wall can the character still wall jump. TODO: This should be user controllable. More... | |
bool | hasJumped |
Tracks if we have jumped. More... | |
bool | clingStarted |
Have we started clinging? More... | |
int | currentWallDirection |
Cached wall direction. 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 | ClingGravityIndex = 2 |
The index of the property for Cling Gravity. More... | |
const int | GravityDelayIndex = 3 |
The index of the property for Gravity Delay. More... | |
const int | JumpHeightIndex = 4 |
The index of the property for Jump height. More... | |
const int | IgnoreClingAfterJumpTimeIndex = 5 |
The index of the property for IgnoreClingAfterJumpTime. More... | |
const int | MustHoldToMaintainClingIndex = 6 |
The index of the property for MustHoldToMaintainCling. More... | |
const int | IgnoreJumpTimeIndex = 7 |
The index of the property for IgnoreJumpTime. More... | |
new const int | MovementVariableCount = 8 |
The size of the movement variable array. More... | |
const float | DefaultJumpHeight = 2.0f |
The default ignore cling time. More... | |
const float | DefaultIgnoreJumpTime = 0.2f |
The default ignore jump time. More... | |
const float | DefaultIgnoreClingTime = 0.5f |
The default ignore cling time. More... | |
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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 | |
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 | AnimationPriority [get] |
Gets the priority of 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 wall direction. More... | |
override bool | ShouldApplyGravity [get] |
Gravity handled internally More... | |
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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... | |
A wall movment class that can stick to and slide down walls. The character can also jump from the wall.
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virtual |
Does the cling.
Reimplemented from PlatformerPro.WallMovement.
Reimplemented in PlatformerPro.WallMovement_WallClingAndRun, and PlatformerPro.WallMovement_WallClingAndClimb.
override void PlatformerPro.WallMovement_WallCling.DoMove | ( | ) |
Moves the character.
override bool PlatformerPro.WallMovement_WallCling.ForceMaintainControl | ( | ) |
If this is true then the movement wants to maintain control of the character even if default transition conditions suggest it shouldn't. In this case control unless the character dismounts.
override Movement PlatformerPro.WallMovement_WallCling.Init | ( | Character | character, |
MovementVariable[] | movementData | ||
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override void PlatformerPro.WallMovement_WallCling.LosingControl | ( | ) |
Called when the movement loses control. Override to do any reset type actions.
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virtual |
Gets a value indicating whether this movement wants to intiate a wall clinging behaviour.
Reimplemented from PlatformerPro.WallMovement.
Reimplemented in PlatformerPro.WallMovement_WallClingAndRun, and PlatformerPro.WallMovement_WallClingAndClimb.
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protected |
If this is non-zero the character is able to press jump in order to wall jump.
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protected |
How long after releaseing the wall can the character still wall jump. TODO: This should be user controllable.
float PlatformerPro.WallMovement_WallCling.clingGravity |
The gravity applied whle clining. Use 0 to allow infinite wall cling.
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staticprotected |
The index of the property for Cling Gravity.
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protected |
Have we started clinging?
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protected |
Cached wall direction.
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staticprotected |
The default ignore cling time.
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staticprotected |
The default ignore jump time.
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staticprotected |
The default ignore cling time.
float PlatformerPro.WallMovement_WallCling.gravityDelay |
How long before the (potentially reduced) gravity is applied to a character that is wall clinging.
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staticprotected |
The index of the property for Gravity Delay.
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protected |
Tracks if we have jumped.
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protected |
The highest left collider.
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protected |
The highest right collider.
float PlatformerPro.WallMovement_WallCling.ignoreClingAfterJumpTime |
How long after jumping the character is not able to wall cling.
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staticprotected |
The index of the property for IgnoreClingAfterJumpTime.
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protected |
While larger than zero no gravity will be applied.
float PlatformerPro.WallMovement_WallCling.ignoreJumpTime |
How long after clinging to the wall will the jump button be ignored.
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staticprotected |
The index of the property for IgnoreJumpTime.
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protected |
While larger than zero player cannot jump off of wall.
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protected |
While larger than zero the wall cling will be ignored. Usualy set after jumping.
float PlatformerPro.WallMovement_WallCling.jumpHeight |
How high the character jumps on a wall jump. If 0 character will just fall from wall when jump is pressed.
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staticprotected |
The index of the property for Jump height.
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staticprotected |
The size of the movement variable array.
bool PlatformerPro.WallMovement_WallCling.mustHoldToMaintainCling |
Does the user need to hold towards the wall constantly to maintain the cling?
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staticprotected |
The index of the property for MustHoldToMaintainCling.
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get |
Gets the priority of the animation state that this movement wants to set.
The animation priority.
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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 wall direction.
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staticget |
Static movement info used by the editor.
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get |
Gravity handled internally