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Platformer Pro
2.3.2
A platform game kit for Unity.
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A wall movement class that lets you jump away from a wall only when sliding down. More...
Public Member Functions | |
override void | DoMove () |
Moves the character. More... | |
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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... | |
Properties | |
new static MovementInfo | Info [get] |
Static movement info used by the editor. More... | |
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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 for the animation state. 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... | |
Additional Inherited Members | |
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WallJumpControlType | controlType |
How we do a wall jump. 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 | controlLeeway |
How long can the character be away from the wall and still trigger a wall jump. More... | |
float | minSpeedForWallJump |
If the character is going slower than this (usually falling) then they will not be able to wall jump. More... | |
float | speedWhereWallJumpEnds |
How fast does the chracter need to be falling before control reverts back to user. More... | |
float | clingGravity |
Gravity to apply if character touches wall. More... | |
float | clingTargetSpeed |
Max speed cling will move at. IF it goes faster than this it will slow down instead of speeding up. More... | |
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virtual bool | CheckControls () |
Checks if correc tinput for a wall jump is being entered. More... | |
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float | initialVelocity |
Derived initial velocity based on jumpHeight and relative gravity. More... | |
bool | movingAwayFromWall |
Currently moving away from wall? More... | |
Collider2D | cachedWall |
Cached copy of the wall we jumped from More... | |
int | cachedWallDirection |
What was the wall direction for the last wall? More... | |
float | ableToWallJumpTimer |
If this is non-zero the character is able to press trigger a wall jump. More... | |
BasicRaycast | highestRightCollider |
The highest right collider. More... | |
BasicRaycast | highestLeftCollider |
The highest left collider. 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... | |
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const int | ControlTypeIndex = 2 |
The index of the control type in movement data. More... | |
const int | JumpHeightIndex = 3 |
The index of the jump height in movement data. More... | |
const int | ControlLeewayIndex = 4 |
The index of the control leeway in movement data. More... | |
const int | MinSpeedForWallJumpIndex = 5 |
The index of the max speed for jump in movement data. More... | |
const int | SpeedWhereWallJumpEndsIndex = 6 |
The index of the speed where wall jump ends. More... | |
const int | ClingGravityIndex = 7 |
The index of the cling gravity. More... | |
const int | ClingTargetSpeedIndex = 8 |
The index of the cling target speed. More... | |
new const int | MovementVariableCount = 9 |
The size of the movement variable array. More... | |
const float | DefaultJumpHeight = 2.0f |
The default height of the jump. More... | |
const float | DefaultControlLeeway = 0.2f |
The default away distance. More... | |
const float | DefaultMaxSpeedForJump = -999f |
The default air speed. More... | |
const float | DefaultSpeedWhereWallJumpEnds = -1f |
The default air speed. More... | |
const float | DefaultClingGravity = -10.0f |
The default cling gravity. More... | |
const float | DefaultClingTargetSpeed = -5.0f |
The default cling target speed. 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... | |
A wall movement class that lets you jump away from a wall only when sliding down.
override void PlatformerPro.WallMovement_WallJump_V3.DoMove | ( | ) |
Moves the character.
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staticget |
Static movement info used by the editor.