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

Namespaces

namespace  AI
 
namespace  Dialog
 
namespace  Extras
 
namespace  Tween
 
namespace  Validation
 

Classes

class  AnimationMapping
 Maps between animation states and strings More...
 
class  AnimationPauser
 Pauses animation when the TimeManager pauses (regardless of time scale). More...
 
class  AnimationStateExtensions
 Static extensions for Animation State
 
class  AnimationTransitionMapping
 Animation transition mapping. Relates a state and previous state. More...
 
class  AnimatorControllerMapping
 Maps between animation states and controllers. More...
 
class  AnimationBridge_2DCharacterSystem
 An animator that plays animations on a SimpleCharacter from the 2D Character System. More...
 
class  AnimationBridge_DebugLog
 An animator that plays animations directly on a mecanim controller. Typically used for 2D sprites. More...
 
interface  IAnimationBridge
 Interface for animation bridges. More...
 
class  LegacyAnimation
 A data class which assocaites a legacy animation to an animation state. More...
 
class  LegacyAnimationBridge
 An animator that plays animations using the legacy 3D framework. More...
 
class  MecanimAnimationBridge_2D
 An animator that plays animations directly on a mecanim controller. Typically used for 2D sprites. More...
 
class  MecanimAnimationBridge_2DWithIgnoredStates
 An animator that plays animations directly on a mecanim controller. Typically used for 2D sprites. This variation only plays animations you specifically add to a list. More...
 
class  MecanimAnimationBridge_2DWithModifiers
 An animator that plays animations directly on a mecanim controller. Typically used for 2D sprites. More...
 
class  MecanimAnimationBridge_2DWithTransitions
 An animator that plays animations directly on a mecanim controller. Typically used for 2D sprites. You can optionally specify transition animations which will override the default animation based on the aimer. More...
 
class  MecanimAnimationBridge_3D
 An animator that sends sets state and previous state on a mecanim controller. Typically used for 3D models. More...
 
class  MecanimAnimationBridge_3DExtraParams
 An animator that sends more parameters to the mecanim controller than the standard bridge. This is primarily here as an example of how you can extend the Mecanim 3D bridge. More...
 
class  MecanimOverrideAsAnimationBridge
 Bridge which plays animations from overrides. More...
 
class  DontRotateSprite
 Attach this to the character sprite (or 3D model) to stop it rotating in the Z axis. This is behaviour found in many retro games. This script needs to have its execution order set to be after the main character script (Character.cs). More...
 
class  LeftRightAnimatorOverrideDirectionFacer
 Applies an animator override to flip directions. More...
 
class  ModelRotationDirectionFacer
 Changes facing direction by rotating the model. More...
 
class  UnitySpriteAimDirectionFacer
 Changes facing direction using transform scale and faces in the aiming direction. More...
 
class  UnitySpriteDepthHandler
 Changes sprite rendering order based on character depth. Usually used for complex platforms that can go in front of and behind eah other (i.e. loops). More...
 
class  UnitySpriteDirectionFacer
 Changes facing direction using transform. More...
 
class  UnitySpriteDirectionFacerY
 Changes facing direction using transform. More...
 
class  AttackAnimationEventResponder
 Add this to the character animator used to animate attacks in order to listen to HitBoxStart and hitBoxEnd events and send them to character hit box. More...
 
class  AttackEventArgs
 Attack event arguments. More...
 
class  BasicAttackData
 Stores data about a basic attack such as its animation, key, and hit box. More...
 
class  BasicAttacks
 Handles the setup of basic single button attacks for air and ground. This is a "special" movement. It derives from movement but has a lot of additional functionality. More...
 
class  BasicAttacksWithAutoFire
 Simple extension to basic attacks which checks for button HELD instead of button down. More...
 
class  BlockAttack
 An extension to BasicAttacks which does a block. More...
 
class  CharacterHitBox
 The damage causing collider of a character or enemy, collides with hurt boxes to cause damage. More...
 
class  CharacterHitBoxWithMultiHit
 The damage causing collider of a character or enemy, collides with hurt boxes to cause damage. This version can hit multiple enemies from one attack. More...
 
class  ComboAttackData
 Stores data about a basic attack such as its animation, key, and hit box. More...
 
class  ComboTypeEnumExtensions
 Combo type enum extensions.
 
class  ComboAttacks
 Attacks which can only be triggered after another attack (optionally only after another attack hits). More...
 
class  DashAttack
 An extension to BasicAttacks which does a dash attack. More...
 
class  AutoAimProjectileAimerInspector
 
class  BasicAttacksInspector
 Editor for basic attacks. More...
 
class  ComboAttackInspector
 Editor for basic attacks. More...
 
class  DashAttackInspector
 Editor for dash attacks. More...
 
class  MultiProjectileAttacksInspector
 Editor for basic attacks. More...
 
class  PowerBombAttackInspector
 Editor for power bomb attacks. More...
 
class  JumpOnHeadHitBox
 A hit box which damages enemies when the character jumps on them. It does this by ignoring hits that happen while character is grounded or moving upwards. More...
 
class  MultiProjectileAttackData
 Stores data about a multi-projectile attack. More...
 
class  MultiProjectileData
 Stores data about a projectile for a multi-projectile attack. More...
 
class  MultiProjectileAttacks
 Projectile attacks that luanch more than one projectile. More...
 
class  PowerBombAttack
 An extension to BasicAttacks which does a power bomb attack. More...
 
class  AlternateAxisAimer
 Provides aiming using the controllers alternate axis. More...
 
class  AutoAimProjectileAimer
 Projecitle aimer that always aims at the target. Not for use on characters! MULTIPLAYER TODO: This class only supports a single player game as it always targets the last loaded character. More...
 
class  ChargableProjectile
 A projectile which can be cahrged up and gets faster and/or does more damage based on the charge. More...
 
class  GrappleAimerInspector
 
class  FireEnemyProjectileFromAnimation
 
class  GrappleAimer
 Aimer for grapple which can shoot up or at 45 degrees (Left or Right). More...
 
class  GrenadeProjectile
 Projectile used in projectile (ranged) attacks that is controlled by physics. More...
 
class  Projectile
 Projectile used in projectile (ranged) attacks. Note you don't have to use projectile class for projectiles. More...
 
class  ProjectileAimer
 Provides aiming details for a projectile. More...
 
class  ProjectileHitBox
 
class  RotateToVelocityDirection
 Rotate an object towards the velocity direction of its rigidbody (or aprents rigidbody). More...
 
class  SetProjectileSize
 Sets a projectiles size based on its charge. More...
 
class  AudioManager
 Handles shared audio settings like volume. More...
 
class  AudioManagerData
 Audio manager sound data More...
 
class  MusicPlayer
 Music player which provides basic operations for playing/pausing/stopping music. More...
 
class  SongData
 Assocaites a music clip with a name. More...
 
class  SoundEffect
 Simple wrapper for sound effects. More...
 
class  SoundEffect_Bridge
 An 'animator' that plays sounds when the character enters certain states. More...
 
class  SoundEffectMapping
 Maps ainmation states to sound effects. More...
 
class  AutoZoneUpdater
 Attach to a Character (or transform) to automatically update the camera zone when the character enters a new zone. More...
 
class  CameraTransitionPoint
 An area which triggers a transition of the camera. More...
 
class  CameraZone
 An area which the camera can be moved to and within. More...
 
class  PlatformCamera
 Base class for all platformer cameras. More...
 
class  CameraExtensions
 
class  PlatformerProStandardCamera
 A camera which smoothly centers on the character and also allows movement between zones. More...
 
class  CameraAxisSettings
 Settings defining how a camera moves along an axis. More...
 
class  QuantizeMovementToPixels
 Class which ensures whatver is being moved is snapped to a pixel position. More...
 
class  SimpleParallax
 Very simple parralax scroller. More...
 
class  Character
 The root class for a character. This class ties together movement, animation, and other behaviours. More...
 
class  CharacterReference
 A character reference can be attached to any object to provide an easy way to access the related character without needing to check for parents. More...
 
class  CharacterRotationTypeExtensions
 
interface  ICharacterReference
 Interface for anything that can get a character reference. More...
 
interface  ICoreComponent
 Interface for core character components. More...
 
interface  IMob
 Interface used by mobile things like characters and enemies. More...
 
class  PlatformerProMonoBehaviour
 Extends MonoBehaviour to primarily provide a better editor experience. More...
 
class  ActionButtonCondition
 COndition which is true if user is pressing or holding jump. More...
 
class  ActivatedCondition
 Condition that is set when the given item is activated. More...
 
class  ActiveMovementCondition
 
class  ActiveMovementNotInListCondition
 Condition is met if active movement is NOT in the list. More...
 
class  AdditionalCondition
 Additional trigger conditions. Add a subclass of this this to the same GameObject as a Trigger to add new contions. More...
 
class  AndConditionCombiner
 Combines conditions and returns true if all of them are true. More...
 
class  CharacterSwimmingCondition
 
class  CoolDownCondition
 Condition which requires a cooldown timer to expire; More...
 
class  DeactivatedCondition
 Condition that is set when the given item is deactivated. More...
 
class  DoorIsOpenCondition
 Condition which only passes if a referenced Door is in the given state More...
 
class  FacingDirectionCondition
 
class  FrictionCondition
 Friction condition. Activates when friction is above or below a given threshold. More...
 
class  GameObjectActive
 Condition which only passes if a referenced GameObject is Active More...
 
class  GroundLayerCondition
 Condition that is met only when character is standing on a certain type of ground. More...
 
class  HeightCondition
 Condition which only passes if character is above/below a certain height. More...
 
class  InputDirectionCondition
 Condition which is true if user is pressing or holding a given direction. More...
 
class  IsInColliderCondition
 Condition which only passes if character transform is inside a collider. More...
 
class  JumpButtonCondition
 COndition which is true if user is pressing or holding jump. More...
 
class  MinimumHealthCondition
 Condition which requires a specific amount of health. More...
 
class  MustBeAirborneCondition
 Condition that is met only when character is grounded. More...
 
class  MustBeGroundedCondition
 Condition that is met only when character is grounded. More...
 
class  MustHaveItemCondition
 Condition which requires a specific item to be held. More...
 
class  OrConditionCombiner
 Combines conditions and returns true if any of them are true. More...
 
class  PlatformActivatedCondition
 Condition which only passes if a referenced platform is Activated More...
 
class  PowerUpActiveCondition
 Condition which requires a specific power up to be active. More...
 
class  DialogEventArgs
 
class  DialogSystem
 Drives UI and control for showing dialogs. If there's one of these in the scene you can use it to show all dialogs or you can set up different types of dialogs by including multiple instances. Dialog triggering events will drive the DialogSystem marked as default. More...
 
interface  IDialogNode
 
class  CharacterInspector
 Inspector for characters classes. More...
 
class  PlatformerProEditorUtils
 Utilities to make it easier to create cusotm editors. More...
 
class  PlatformerProMonoBehaviourInspector
 Base editor for paltformer pro monobehaviours. More...
 
class  PlatformerProTester
 
class  ChargeListener
 Listens for an attack being charged and sends events based on charge level. More...
 
class  ChargeEventArgs
 Charge event arguments. More...
 
class  ParticleEffect_Bridge
 An 'animator' that plays animations when the character enters certain states. More...
 
class  ParticleEffectMapping
 Maps animation states to particle effects. More...
 
class  EnemyAI
 An enemy AI is typically extended for SIMPLE enemy AI controllers and is used to move control between basic enemy movements. For COMPLEX AI you will most likely implement your enemy as a character and your enemy AI as an Input to that character. More...
 
class  EnemyAI_AIGraph
 Enemy AI which is driven by a user defined behaviour graph. More...
 
class  EnemyNamedAIGraphs
 Associates a name to a graph. More...
 
class  EnemyAI_HideOnDamage
 Enemy AI which runs a default movement until damage at which point it hides. Optionally if hit while hiding it can enter a charge state. More...
 
class  EnemyAI_PatrolToAttack
 Anemy AI which moves the character from whatever default is set to an attack state if the enemy comes within range. More...
 
class  EnemyAI_PatrolToChargeToAttack
 Anemy AI which moves the character from whatever default is set to charge to an attack state if the enemy comes within range. More...
 
class  EnemyAI_SeeAndCharge
 Enemy AI which looks left and right until it sees a character at which point it charges at the character. More...
 
class  EnemyAI_SeeAndShoot
 Enemy AI which ocassionally runs back and forward within a designated area, and if it sees the player shoots at it. More...
 
class  EnemyAI_SeeAndShootWithHide
 Enemy AI which ocassionally runs back and forward within a designated area, and if it sees the player shoots at it. If the player shoots it it hides (potentially becoming invulnerable to damage). More...
 
class  EnemyAI_SenseAndShoot
 Extension to see and shoot which also has a proximity like sense (for example could be hearing). More...
 
class  Enemy
 Base class for an enemy. More...
 
class  EnemyPersistenceData
 Used to store enemy state. More...
 
class  EnemyHazard
 Like a normal hazard but it has an enemy reference and tells the enemy when it hit the character. More...
 
class  EnemyHitBox
 Like a normal enemy hazard but it can be enabled and disabled. More...
 
class  EnemyHurtBox
 Enemy hurt box. More...
 
class  EnemyHurtBoxWithDamageFilter
 Enemy hurt box. More...
 
class  EnemySpawner
 
class  EnemyStateToAnimation
 Relates an enemy state to an enemy movement. More...
 
interface  ICompletableMovement
 Implement this on movements that guarantee to make the MovementComplete call. More...
 
class  EnemyMovement_WaypointMoverInspector
 Inspector for characters classes. More...
 
class  EnemyDeathMovement
 Enemy death movement. More...
 
class  EnemyMovement
 This is the basic behaviour from which all enemy movement behaviours are derived. To create your own enemy movement extend this class. More...
 
class  EnemyMovement_Charge
 An enemy movement that simply runs in a given direction optionaly shotting projectiles. More...
 
class  EnemyMovement_ChargeAtTarget
 An enemy movement that simply runs in a given direction optionaly shooting projectiles. More...
 
class  EnemyMovement_ChargeWithBounce
 Same as a charge with an optional bounce. More...
 
class  EnemyMovement_Damage_Freeze
 Enemy damage movement which freezes when hit by a certain kind of damage, and reverts to another damage movement otherwise. More...
 
class  EnemyMovement_Damage_PlayAnimationOnly
 Enemy death movement which just plays an animation which is mapped to enemy state. More...
 
class  EnemyMovement_Damaged_AnimationSyncPerDamageType
 
class  EnemyMovement_Damaged_Bobble
 An enemy movement that bobbles on damage or death. More...
 
class  EnemyMovement_Damaged_Knockback
 An enemy movement thatapplies a force on damage or death. More...
 
class  EnemyMovement_Distributor
 An enemy movement class which allows multiple movements to be combined by proxying off DoMove calls to the right movement based on the enemy state. More...
 
class  EnemyMovement_FlyUpAndDown
 An enemy movement that flies up and down. More...
 
class  EnemyMovement_FreeFollowTarget
 An enemy movement that simply runs in a given direction optionaly shotting projectiles. More...
 
class  EnemyMovement_HideWithDeploy
 Enemy movement which hides the enemy and plays a deploy/undeploy animation. More...
 
class  EnemyMovement_MeleeAttack
 Enemy movement for simple melee attack. More...
 
class  EnemyMovement_MoveToPosition
 An enemy movement that moves directly to a position. More...
 
class  EnemyMovement_Patrol
 An enemy movement that patrols back and forth. More...
 
class  EnemyMovement_PatrolWithShoot
 Enemy movement which spawns a projectile and sets an animation override whilst patrolling back and forth. More...
 
class  EnemyMovement_PlayAnimationOnly
 Enemy movement which just plays an animation which is mapped to enemy state. More...
 
class  EnemyMovement_ShootWithDeployAndAim
 Enemy movement which deploys a weapon (animation) then shoots (roughly) in direction of character. More...
 
class  EnemyMovement_ShowDialog
 
class  EnemyMovement_SimpleShoot
 Enemy movement which spawns a projectile and sets an animation override. More...
 
class  EnemyMovement_VerticalSnapper
 An enemy movement that quickly snaps upwards at player if they come within range. More...
 
class  EnemyMovement_WaypointMover
 An enemy movement that moves through a set of waypoints. More...
 
class  EnemyStateToMovement
 Relates an enemy state to an enemy movement. More...
 
class  RotatingEnemy
 Enemy which can rotate. More...
 
class  SequenceDrivenEnemy
 An enemy that has a sequence of moves which happen in order (can loop). More...
 
class  EnemyPhase
 
class  EnemyStateInfo
 
class  StompOnHead
 Special "platform" that handles stomping on characters heads. More...
 
class  AutoEvent
 Attach this to an object to raise an event from standard Unity hooks (awake, start, enable, etc). More...
 
class  CustomEventFilter
 Extend this to write your own filters for EventResponders. There's a sample implementation called SkipOnDeathEventFilter. More...
 
class  EventResponderInspector
 
class  EquipResponder
 Listens to Equip/Unequip events and More...
 
class  EquipResponse
 Data defining how we handle an item being equipped. More...
 
class  ActivationEventArgs
 Activation event arguments. More...
 
class  AnimationEventArgs
 Animation event arguments. More...
 
class  CameraZoneChangeEventArgs
 Arguments passed when a camera zone change event is raised. More...
 
class  CharacterEventArgs
 Character event arguments. More...
 
class  DamageInfoEventArgs
 Damage info event arguments used for damage, death and game over events. More...
 
class  DoorEventArgs
 Door event arguments. More...
 
class  EmptyEventArgs
 Generic event used for events tht have no args. More...
 
class  EnemyAIEventArgs
 Enemy AI event arguments. More...
 
class  ExtraDamageInfoEventArgs
 Damage info event arguments which also includes an attakc name on top of the damage type. More...
 
class  GamePhaseEventArgs
 Event sent by game manager to indicate loading state. More...
 
class  HealedEventArgs
 Health info event arguments. More...
 
class  IntegerBasedEventArgs
 A class for an event for which the key piece of data is an integer. More...
 
class  ItemDamagedEventArgs
 Item event args with additioal args for a damaged event.s More...
 
class  ItemEventArgs
 Item event arguments. More...
 
class  LevelEventArgs
 Level event arguments. More...
 
class  PersistenceEventArgs
 Event arguments for persistence events. More...
 
class  SequenceEnemyPhaseEventArgs
 Phase event arguments. More...
 
class  PurchaseFailEventArgs
 Item event arguments. More...
 
class  RespawnEventArgs
 Character event arguments. More...
 
class  SceneEventArgs
 Scene event arguments. More...
 
class  StateEventArgs
 State event arguments. More...
 
interface  IStringBasedEventArgs
 A class for an event for which the key piece of data is a string. More...
 
class  EventResponder
 Use this component to do something when an event occurs. For example play a sound or particle effect. More...
 
class  EventResponse
 Defines a repsonse to an event. More...
 
class  EventResponseExtensions
 
class  GenericResponder
 Use this component to do something when an event occurs. This is a base class, and should be extended. More...
 
class  SkipOnDeathEventFilter
 A custom event filter that skips the event if the character is dead. More...
 
class  PersistableInspector
 Inspector for persistable classes. More...
 
class  PersistableObjectInspector
 
class  LastSceneLoader
 Loads scene data from scene manager data and if present it will load the saved scene. More...
 
class  LevelLockData
 Stores lock data (which is typically about a locked/unlocked level). More...
 
class  LevelManager
 Manages respawning and respawn points. More...
 
class  LevelManagerData
 Stores data that drives the level manager. More...
 
class  AlignToBottom
 Aligns a GO to the bottom edge of the camera. More...
 
class  AlignToLeft
 Aligns a GO to the left edge of the camera. More...
 
class  AlignToMiddle
 Aligns a GO to the left edge of the camera. More...
 
class  AlignToRight
 Aligns a GO to the right edge of the camera. More...
 
class  AlignToTop
 Aligns a GO to the top edge of the camera. More...
 
class  MultiPlatformEnabler
 Enables or Disables items based on the platform. More...
 
class  MultiPlatformEnablerCondition
 Multi platform enabler condition. More...
 
class  MultiPlatformScaler
 ESets an objects scale based on the platform. More...
 
class  Persistable
 Base class for objects that can be saved. More...
 
class  PersistenceTypeEnumExtensions
 
class  PersistableObject
 Component to attach to an object if you wish its state to be saved. More...
 
class  PersistableObjectData
 Stores data about a persistable object. More...
 
class  PersistableObjectManager
 Static class for managing persistable objects. More...
 
class  PersistableObjectTypeExtensions
 
class  PlatformerProGameManager
 The master Game Manager controls loading characters, triggering persistence, and setting up the game ready to play. More...
 
class  AvailableCharacterData
 Characters that can be loaded. More...
 
class  RespawnPoint
 A point at which the character can respawn. Transform should exactly match where the character will spawn. More...
 
class  SaveOnRigidbodySleep
 
class  TimeManager
 Handles time related operations such as getting the current frame time. This implementation is a simple wrapper on delta time that limits the maximum time of a frame to a user defined maximum value. More...
 
class  TimeManagerWithTimer
 A TimeManager extension which kills all characters after a timer expires. More...
 
class  CharacterBlockingHurtBox
 A collider that can register damage agaisnt the character but also supports blocking damage via a BlockAttack movement. More...
 
class  CharacterHealth
 Tracks character health and triggers character death. More...
 
class  CharacterHurtBox
 A collider that can register damage agaisnt the character. More...
 
class  DamageImmunity
 Used to define damage immunity in character health. More...
 
class  DamageInfo
 Wraps information about a (potentially) damage causing hit to the player. More...
 
class  DamageTypeExtension
 Just a sample showing you how you could create your own names for custom damage types.
 
class  DeathAction
 Data for an action that occurs at death (or on game over). More...
 
class  Hazard
 A hazard causes damage to a player. The default hazard is a trigger and requires the player to have a collider. More...
 
interface  IHurtable
 Interface implemented by a hurt box (or anything else that can be hurt). More...
 
class  AxisAsButton
 Treats an axis like a button. More...
 
class  BufferedInput
 An input that buffers the jump, run and action buttons from another input so that the controls can be more forgiving to the user. More...
 
class  DisabledInput
 An Input that is always off/disabled. Returns 0/NONE to everything except AnyKey and PauseButton. More...
 
class  StandardInputInspector
 Inspector for the standard input. More...
 
class  EscapeKeyHandler
 Because ESC very commonly pauses and/or exits it can be convenient to handle this separate to the input system. This class allows this (but you don't have to add it). More...
 
class  Input
 Abstract defintion of what is required in an input class. More...
 
class  MultiInput
 Input which accepts input form multiple sources and provides an interface that makes them look like one source. More...
 
class  StandardInput
 The standard input with reassignable buttons and a set of default key assignments (arrows + z, x, and c). Also handles controllers and user configurable inputs. More...
 
class  StandardInputData
 
class  BasicTouchInput
 A simple but effective touch input. More...
 
class  ButtonEventArgs
 Button event arguments. More...
 
interface  ITouchAxis
 Provides an axis via a touch input. More...
 
interface  ITouchButton
 Interface for touch buttons. More...
 
class  TouchButton
 An input button typically used for mobile devices. More...
 
class  TouchButtonExit
 An input button that loads another scene. Mainly for the samples. More...
 
class  TwoButtonTouchAxis
 A very simple axis that just wraps a negative and positive button and provides values of -1, 0 and 1. More...
 
class  TriggerAsButtonInput
 Wraps a standard input and allows you to define triggers as action buttons More...
 
class  UnityInput
 An input which defers inputs to Unity's input system. More...
 
class  ActivationGroup
 Activation groups provide a set of ID's that can be turned on of off (activated or deactivated). The state of these can be used to drive things like the active weapon, or character powers More...
 
class  StackableItemData
 Data about a collectible mapping a string (name) to details like the maximum amount allowed. More...
 
class  InventoryInspector
 Inspector for inventory. More...
 
class  ItemManagerInspector
 Custom inspector for item manager. More...
 
class  ItemTypeEditor
 Editor for items. More...
 
class  ItemTypeManagerInspector
 Item type manager inspector. More...
 
class  EquipmentManager
 Managed equipping items. More...
 
class  EquipmentData
 Stores data about what the player has equipped. Equipped items are quite like inventory items so we extend that class. More...
 
class  Inventory
 Holds Items. Extend to create your own inventories. More...
 
class  InventoryData
 Stores data baout an inventory. More...
 
class  Item
 Base class for all collectible things. More...
 
class  ItemAndCount
 Data about a collectible mapping a string (name) to detils like the maximum amount allowed. More...
 
class  ItemData
 
class  ItemInstanceData
 
class  ItemManager
 Stores details about the items a character has collected. Should be on the same Game Object as the character. More...
 
class  ItemPickupBox
 This UI element is shown when a character stands over an item and the pick up button is not equal to -1 (i.e. auto pick-up is off). More...
 
class  ItemStatProvider
 
class  ItemsToLives
 The following script turns a stack of collectible into lives when a threshold value is reached. i.e. Collect 100 coins to get a life. Could easily be modified to convert items or add health. More...
 
class  ItemTypeData
 Stores data about an item type. More...
 
class  ItemTypeManager
 
class  PowerUpManagerInspector
 
class  PowerUpManager
 Responds to power up collection by implementing the power. More...
 
class  PowerUpResponse
 Contains details about a power up response. More...
 
class  PrefabDictionary
 
class  Shop
 A shop where a player can buy and sell items. More...
 
class  ShopItem
 An item in a shop with details about pricing, etc. More...
 
class  ShopItemData
 
class  AirMovement
 A wrapper class for handling moving on the ground that proxies the movement function to the desired implementation. More...
 
class  AirMovement_CrouchJump
 
class  AirMovement_DelayedJump
 Air movement which delays jump until a timer goes off and then gives control to the deault jump. Cannot be the default jump. More...
 
class  AirMovement_Digital
 Air movement digital. More...
 
class  AirMovement_Digital_V2
 Air movement digital. More...
 
class  AirMovement_DigitalNoDirChange
 An air movement with no changing direciton in the air. More...
 
class  AirMovement_DoubleJumpJetpack
 Air movement which engages a jetpack on the second press of the jump button similar to a double jump. More...
 
class  AirMovement_Float
 Air movement which floats when jump is pressed. More...
 
class  AirMovement_Fly
 Air movement which allows flying. More...
 
class  AirMovement_JetPack
 Jet pack based based air movement. More...
 
class  AirMovement_MecanimDrivenAnimation
 An air movement that lets mecanim to most of the work. More...
 
class  AirMovement_Parachute
 Air movement which tries to hit a target speed by slowing down or speeding up. Simulates a parachute. More...
 
class  AirMovement_Physics
 Physics based air movement. More...
 
class  AirMovement_TeleportJump
 Air movement which allows you teleport multiple times in any direction. Note that you still move through space when teleporting More...
 
class  AirMovement_Variable
 An air movement that has a variable height jump. More...
 
class  AirMovement_VariableDoubleJumpOnly
 An air movement that has a variable height jump but only works when already in the air. More...
 
class  AirMovement_VariableWithDoubleJump
 An air movement that has a variable height jump. More...
 
class  AirMovement_VariableWithInertia
 An air movement that has a variable height jump and in which the horizontal speed has some inertia before coming to a stop (i.e. is not instantly changed). Similar to SMB. More...
 
class  AirMovement_VariableWithInertiaAndDouble
 An air movement that has a variable height jump and in which the horizontal speed has some inertia before coming to a stop (i.e. is not instantly changed). Similar to SMB. More...
 
class  AirMovement_VariableWithInertiaV2
 An air movement that has a variable height jump and in which the horizontal speed has some inertia before coming to a stop (i.e. is not instantly changed). Similar to SMB. More...
 
class  AirMovement_Wrapper
 Air movement which wraps another air movement AND a crouch in order to allow crouching while jumping. More...
 
class  BaseCollisions
 The base collision behaviour stops the character from passing through obstacles. It is called by most Movement<c> calls after they have finished movement to ensure that the character doesn't penetrate level geometry. Movement More...
 
class  BaseMovement
 A wrapper class for handling movement that proxies the movement function to the desired implementation. More...
 
class  ClimbMovement
 A wrapper class for handling moving on ladders and other climbables that proxies the movement function to the desired implementation. More...
 
class  ClimbMovement_FourWay
 A climb movement which allows you to move in all four directions. For example on fences, vines, walls. More...
 
class  ClimbMovement_HorizontalOnly
 A climb movement which allows you to move only horizontally. More...
 
class  ClimbMovement_Rope
 A climb movement for swinging climbables (i.e ropes!) It does not handle collisions so make sure there is room around your ropes. More...
 
class  LadderFacingDirectionOverride
 Add this to a ladder if you want to face a specific direction when climbing the ladder. More...
 
class  LadderMovement_Digital
 A climb movement for ladder climbing with strict digital style controls. More...
 
class  LadderMovement_DigitalForTiles
 A climb movement for ladder climbing with strict digital style controls and made for supporting tile based levels where one ladder may be made of multiple tiles. More...
 
class  LadderMovement_WithTopClimb
 A climb movement for ladder climbing which plays an (uninterruptible) animation at the top of the ladder is reached. WARNING: THIS MOVEMNET CURRENTLY ONLY WORKS SEAMLESLLY WITH 3D CHARACTERS More...
 
class  Rope
 Attached to the top level of a rope object. More...
 
class  RopeAnchor
 Top of a rope. More...
 
class  RopeMotor
 Makes a rope swing automatically. Intended for ropes with 1 section and a fixed grab position for games that want ropes like 'Pitfall'. Note the ridigbody will be made kinematic and no other physics will affect it. More...
 
class  RopeSection
 Section of a rope. More...
 
class  BasicRaycast
 A simple raycast collider wrapping a standard 2D raycast. More...
 
class  BoxCollider2DExtensions
 BoxCollider2D extension methods.
 
class  DynamicColliderResizer
 Changes collider sizes based on animation state. Use this component if you want to change the shape of the characters colliders for specific aniamtion states/movements. More...
 
class  ResizeMap
 
class  ColliderResizeInfo
 
class  UnityColliderResizeInfo
 
class  UnityColliderDetails
 Stores defaults for unity colliders so we can reset them back to exact values without potenetial floating point drift. More...
 
interface  IRaycastColliderWithIMob
 Interface for anything that can get a Mob reference. More...
 
class  NoAllocationRaycast
 A simple raycast collider wrapping a standard 2D raycast in a way that ensures no per frame allocation. More...
 
class  NoAllocationSmartFeetcast
 A raycast collider wrapping a standard 2D raycast in a way that ensures no per frame allocation. That also changes the length of the raycast based on the characters y speed. The default feet collider. More...
 
class  NoAllocationSmartHeadcast
 A raycast collider wrapping a standard 2D raycast in a way that ensures no per frame allocation. That also changes the length of the raycast based on the characters y speed. The default feet collider. More...
 
class  NoAllocationSmartSidecast
 A raycast collider specifically for the sides. It uses the character reference to provide smarter collisions. More...
 
class  DamageMovement
 A wrapper class for handling the characters movement (or lack thereof) when the character is dying. More...
 
class  DamageMovement_AnimationOnly
 A damage movement which plays an animation and nothing else. More...
 
class  DamageMovement_AnimationPerDamageType
 A damage movement which plays an animation based on the damage type. More...
 
class  DamageTypeToDamageAnimation
 Maps Damage type to Damage Animation. More...
 
class  DamageMovement_AnimationSyncPerDamageType
 A damage movement which plays an animation based on the damage type, adds an optional knockback, and can sync invulnerable time with an animator. More...
 
class  DamageTypeToDamageResponse
 Maps damage type to a response. More...
 
class  DamageResponse
 Details of a damage response. More...
 
class  DamageMovement_AnimationWithBobble
 A damage movement which plays an animation and bobbles the character in to the air. More...
 
class  DamageMovement_ExplosiveForce
 A damage movement which knocks back the character. More...
 
class  DamageMovement_RandomAnimation
 A damage movement which plays a random animation from a list. More...
 
class  DeathMovement
 A wrapper class for handling the characters movement (or lack thereof) when the character is hit. More...
 
class  AirMovementInspector
 Inspector for ground movement classes. More...
 
class  BaseMovementInspector
 Inspector for movements which uses reflection to create a pop up of available implementations from which the user can select. More...
 
class  ClimbMovementInspector
 Inspector for ladder and other climbing movememt classes. More...
 
class  DamageMovementInspector
 Inspector for damage movement classes. More...
 
class  DeathMovementInspector
 Inspector for death movement classes. This is just a damage movement inspector with a different name and type. More...
 
class  GroundMovementInspector
 Inspector for ground movement classes. More...
 
class  SpecialMovementInspector
 Inspector for ground movement classes. More...
 
class  WallMovementInspector
 Inspector for wall movement classes. More...
 
class  FlippableGravity
 A gravity which can be flipped. More...
 
class  Gravity
 Applies the default gravity to the character. More...
 
interface  IFlippableGravityMovement
 Interface implemented by movements which can handle flipped gravity. More...
 
class  CrouchHelper
 Provides helper functions useful when creating crouch movements. More...
 
class  GroundMovement
 A wrapper class for handling moving on the ground that proxies the movement function to the desired implementation. More...
 
class  GroundMovement_BalanceOnEdge
 Ground movement_ digital. More...
 
class  GroundMovement_Crouch
 Base ground movement for crouch functions which handles core behaviour like More...
 
class  GroundMovement_CrouchNoCrawl
 Movement for crouching that doesn't allow you to move forward. More...
 
class  GroundMovement_CrouchWithCrawl
 Movement for crouching and creeping while crouched. More...
 
class  GroundMovement_CrouchWithSlide
 Movement for crouching that will slide if moving at speed. More...
 
class  GroundMovement_CrouchWithSlideAndCrawl
 Movement for crouching that will slide if moving at speed. More...
 
class  GroundMovement_CurveDriven
 Ground movement which sets x speed based on an animation curve and its relationship to animator normalised time. More...
 
class  GroundMovement_Digital
 Ground movement_ digital. More...
 
class  GroundMovement_DigitalDoubleTapRun
 Ground movement_ digital. More...
 
class  GroundMovement_DigitalStopOnUpDown
 Ground movement digital which doesn't allow running if player is holding up or down. More...
 
class  GroundMovement_DigitalWithRun
 Ground movement with five state digital movement. More...
 
class  GroundMovement_DigitalWithSlide
 Ground movement with three state digital movement ans liding. More...
 
class  GroundMovement_LandWithDamage
 Ground movement to play a land animation. More...
 
class  GroundMovement_MecanimAnimationDriven
 Ground movement that lets mecanim do the movement. More...
 
class  GroundMovement_PassDown
 Ground movement_ digital. More...
 
class  GroundMovement_PassDownByTimeOnly
 Ground movement_ digital that does a pass down by time. More...
 
class  GroundMovement_Physics
 Ground movement that uses physics style movement. More...
 
class  GroundMovement_PhysicsWithLoop
 Ground movement that uses physics style movement and can support 360 degree loops. More...
 
class  GroundMovement_PhysicsWithRun
 Ground movement that uses physics style movement and includes run. More...
 
class  GroundMovement_Pull
 Ground movement which allows character to pull things. More...
 
class  GroundMovement_Push
 Ground movement which allows character to push things. More...
 
class  GroundMovement_RollOnButton
 Ground movement which rolls when you press a button. More...
 
class  GroundMovement_RollOnLand
 Ground movement roll on land. More...
 
class  GroundMovement_SimpleLand
 Ground movement to play a land animation. More...
 
class  GroundMovement_Stairs
 Ground movement for walking up and down stairs. More...
 
interface  IPhysicsMovement
 This interface is used by movements that are physics based, it helps other movements decide what to do when transitioning control to them. More...
 
class  MecanimRootAnimationMatcher
 Matches character position to the root animators position. More...
 
class  Movement
 This is the basic behaviour from which all movement behaviours are derived. To create your own movement extend this class. More...
 
class  MovementInfo
 This data class stores information about the movement which is used by the editor. More...
 
class  MovementVariable
 Data for a movement variable More...
 
class  RaycastTypeExtensions
 Raycast type extensions.
 
class  Breath
 Add this to your character (or child) if you want a breath mechanic (typically used when swimming). Breath is typically between 0 and 1, but you can increase it by setting MaxBreath. More...
 
class  ForceApplier
 Force applier applies a force based on the velocity of the character. Make sure the layer of this object isn't one the Character can collide with, else the character will collide with itself. More...
 
class  GrapplingHookProjectile
 Projectile used for grappling hook. More...
 
class  SpecialMovement
 A wrapper class for handling special moveemnts that dont fall in to the standard categories. More...
 
class  SpecialMovement_DirectionalSwim
 A special movement which starts the character swimming when the enter the water. The directional version applies swim force in the direction the character is facing. More...
 
class  DirectionalSwimTypeExtensions
 Directional swim type extensions. Used to get human readable descriptions of swim types.
 
class  SpecialMovement_GrapplingHook
 A grappling hook with various options. More...
 
class  GrapplingHookControlTypeExtensions
 Grappling hook control type extensions.
 
class  GrapplingHookSlowDownTypeExtensions
 Grappling hook control type extensions.
 
class  SpecialMovement_HangFromCeiling
 Hang from the ceiling on collision. More...
 
class  SpecialMovement_HangFromCeilingWithClimb
 Hang from the ceiling on collision. More...
 
class  SpecialMovement_JumpOnHead
 A special movement which provides a more robust (but slightly more performance expensive) alternative to the JumpOnHeadHitBox. More...
 
class  SpecialMovement_MecanimTargetted
 A special movement which uses mecanim target. Typically for acrobatic moves. More...
 
class  SpecialMovement_PlayAnimation
 A special movement which plays the given animation until completion. More...
 
class  SpecialMovement_Rail
 A special movement which takes control while character is lokced on a rail platform. More...
 
class  SpecialMovement_Swim
 A special movement which starts the character swimming when the enter the water. More...
 
class  SpecialMovement_WeildWeapon
 A special movement which plays the weild animation, and then sets an animator override. Because it sends events this movement cannot be selected from drop down and must be added directly. More...
 
class  SwimDirectionRotator
 A little class to rotate towars the direction of swim. More...
 
class  LedgeClimbEnumExtensions
 
class  WallMovement
 A wrapper class for handling moving against a wall that proxies the movement function to the desired implementation. More...
 
class  WallMovement_AutoStick
 A wall movement class that automatically sticks to walls and can only be dismounted by pressing jump. More...
 
class  WallMovement_LedgeClimb
 A wall movement class that grabs a ledge and climbs up it. More...
 
class  WallMovement_WallCling
 A wall movment class that can stick to and slide down walls. The character can also jump from the wall. More...
 
class  WallMovement_WallClingAndClimb
 A wall movment class that can stick to, climb and slide down walls. The character can also jump from the wall. More...
 
class  WallMovement_WallClingAndRun
 A wall movment class that can stick to, climb and slide down walls. The character can also jump from the wall. More...
 
class  WallMovement_WallJump
 A wall movement class that lets you jump away from a wall and will automatically slide down a wall if you touch it. More...
 
class  WallMovement_WallJump_V2
 A wall movement class that lets you jump away from a wall and will automatically slide down a wall if you touch it. More...
 
class  WallMovement_WallJump_V3
 A wall movement class that lets you jump away from a wall only when sliding down. More...
 
class  TaggedProperty
 An attribute used to indicate a property is a named property which can be changed through the UpdateNamedProperty methods of the Character class. More...
 
class  BackAndForthPlatform
 A platform that moves back and forth in the x direction between two set points at a fixed speed. More...
 
class  CharacterPhysicsCollider
 A special collider used to handle triggers and physics interaction. More...
 
class  ConveyerPlatform
 A platform that moves a character forward at a consant speed. More...
 
class  CrumblingPlatform
 A platform that crumbles after a delay. More...
 
class  DamageAfterTimePlatform
 A platform which applies damage after a time. More...
 
class  DepthPlatform
 A platform that has a depth and only registers collissions from a certain depth. More...
 
class  DepthSwitchPlatform
 A platform that has a depth and only registers collissions from a certain depth. More...
 
class  DestroyOnHeadbutt
 Platform that spawns (or adds) an item on headbutt. More...
 
class  DestroyOnStandPlatform
 A platform that falls off the screen after a given number of seconds. More...
 
class  DestructiblePlatform
 A platform that can be destoryed via damage. More...
 
class  Door
 An extension to a platform that represents a door. More...
 
class  RailPlatformInspector
 Inspector for rail platforms. More...
 
class  StairInspector
 Stair inspector. More...
 
class  WaypointMoverPlatformInspector
 Inspector for waypointmovers classes. More...
 
class  ElevatorPlatform
 
class  EnemySpringBoard
 Attach to an enemy to create a spring board which also damages the underlying enemy. An alternative to jump on head movement. More...
 
class  EnterableDoor
 A door which can be entered. More...
 
class  FallingPlatform
 A platform that falls off the screen after a given number of seconds. More...
 
class  HorizontalSpringboardPlatform
 A platform that springs the character horizontally, requires a physics like ground movement. More...
 
class  IgnoreColliderPlatform
 A platform that ignores user specified colliders. Use for making boundaries impassable from certain directions. Generally not for passthroughs. Use the passthrough layer for passthroughs. More...
 
interface  IPullable
 Interface for objects that are pullable. More...
 
class  LoopPlatform
 A platform that is used for front or back of a loop. It works like a depth platform except it also prohibits jumping past a certian point which is useful for allow small/tight loops. More...
 
class  ParentOnStandPlatform
 Base class used by things that parent when you stand on them. More...
 
class  Platform
 Base class from which platforms should extend. More...
 
class  PlatformCollisionArgs
 Data about a platform collision. More...
 
class  PlatformLogger
 A debugging class that logs the calls received by the platform. More...
 
class  Pushable
 An object that can be pushed. More...
 
class  PushablePullable
 An object that can be pushed and pulled. More...
 
class  RailPlatform
 Platform class that locks player to the platform and allows them to control position along the rail. More...
 
class  RandomItemSpawner
 Spawns random items. More...
 
class  RisingDoor
 A door that moves upwards a fixed amount when opened. More...
 
class  RotatingPlatform
 A platform that rotates. More...
 
class  SpawnOnHeadbutt
 Platform that spawns (or adds) an item on headbutt. More...
 
class  SpecialMovementPlatform
 A platform which triggers a special movement. More...
 
class  SpringboardPlatform
 A platform that springs the character in to the air using the characters DefaultAirMovement. More...
 
class  Stairs
 A platform defining a set of steps. More...
 
class  StairCollisionTypeExtensions
 Extension class for stair collission type, provides description.
 
class  StairAirTypeExtensions
 Extension class for stair collission type, provides description.
 
class  TrapdoorPlatform
 A trapdoor is a platform that stops applying conditions when active. Usually needs to be activated by a trigger. More...
 
class  TriggerPlatform
 A platform that calls a trigger when conditions are met. SUch as chracter standing on or headbutting the platform. More...
 
class  ConditionTrigger
 A trigger which checks a condition and enters when condition is met, then exits when condition is not met. More...
 
class  TriggerInspector
 Custom editor for triggers. Draws a default inspector and then some warnings if settings look wrong. More...
 
class  OneWayTrigger
 A trigger that only fires when you walk through in a certain direction (with a minimum speed). More...
 
class  ProximityTrigger
 Proximity trigger acts similar to a trigger in Unity but is more easily hooked in to the platformer system. More...
 
class  TimerTrigger
 A trigger that fires on and off base don a timer. More...
 
class  Trigger
 Base class for triggers. This handles the character assignment logic. Although you don't need to extend your triggers from this class it may be useful to ensure compatability with other classes in the kit. More...
 
class  TriggerCombiner
 A trigger that combines exit and enter events from multiple triggers and sends them on based on a threshold. More...
 
class  TriggerEventArgs
 Trigger event arguments. More...
 
class  TriggerPlatformTrigger
 Trigger that should be attached to a TriggerPlatform. More...
 
class  TriggerTarget
 Holds receiver data. More...
 
class  UnityTrigger
 Trigger class that uses Unity triggers. Requires a collider on the character. More...
 
class  UpAndDownPlatform
 A platform that moves up and down between two set points at a fixed speed. More...
 
class  UpAndDownPlatformWithReturn
 
class  WaypointMoverPlatform
 Platform class that moves between waypoints. More...
 
class  WindAffector
 Blows the character based on their distance from a trigger. WARNING: Supports only one character in range at a time. TODO: Update this to support multiplayer. More...
 
class  DontShowWhenAttribute
 Attribute to indicate that a field should be hidden when another field has a specific boolean value. More...
 
class  DontShowWhenZeroAttribute
 Attribute to indicate that a field should be hidden when another field has a value of zero. More...
 
class  DontShowWhenAttributeDrawer
 Draws enums as a mask field. More...
 
class  DontShowWhenZeroAttributeDrawer
 Draws enums as a mask field. More...
 
class  EnumMaskAttributeDrawer
 Draws enums as a mask field. More...
 
class  ItemTypeAttributeDrawer
 Draws enums as a mask field. More...
 
class  ShowWhenEnumValueAttributeDrawer
 Draws enums as a mask field. More...
 
class  EnumMaskAttribute
 Attribute to indicate enum should be drawn as a multiselect enum mask. More...
 
class  ItemTypeAttribute
 Attribute to indicate string should be drawn as an item type selector. More...
 
class  ShowWhenEnumValueAttribute
 Attribute to indicate that a field should be shown or hidden when another enum field has a specific value. More...
 
interface  IIntegerEventSender
 Interface for objects that send Integer based events More...
 
class  ScoreEventArgs
 Arguments for a score event (i.e. when the score changes). More...
 
class  ScoreManager
 Very simple class for managing a basic score or statistic. More...
 
class  PlatformerProRuleTileEditor
 
class  PlatformerProRuleTile
 
class  UIActionBarButton
 A button on an action bar. Sub classes can be used for switching wepaons, consuming items, or just as a standard ActionButton. More...
 
class  UIActionBarButton_Activation
 A button on an action bar that activates/deactivates. More...
 
class  UIActionBarButton_Attack
 A button on an action bar. Can be used for switching wepaons, consuming items, or just as a standard ActionButton. More...
 
class  UIActionBarButton_ConsumeItem
 A button on an action bar that consumes an item. More...
 
class  UIActionBarButton_EquipItem
 A button on an action bar that consumes an item. More...
 
class  UIActivationGroupInteraction
 Optional component which can be added to control ActivationGroups with action buttons. Typically used for adding next/prev behaviour to an ActionvationGroup used by UIActionBarButtons. More...
 
class  UISceneLoaderOverlay
 User interface scene loader overlay. More...
 
class  UIEquipmentSlotView
 Shows the item equipped to a given slot for a given player. More...
 
class  UIInputOverlay
 Shows a GamObject when a function is called or the [TAB] key is pressed. Intended for use with a UI input overlay. THis is primarily for development purposes although could serve as a basis for something in a final product. More...
 
class  UIShowButton
 Shows the name of an assigned button or axis in the inspector. More...
 
class  GameObjectExtensions
 Useful extenions for game objects
 
class  Pool
 A simple pool of objects. More...
 
class  PriorityQueue
 A list that provides a queue like interface specifically for animation priorities. More...
 
class  RenderParticlesOnLayer
 Render particles on the provided layer. More...
 
class  Spawner
 Spawns enemies. More...
 
class  StringExtensions
 String extensions.
 

Enumerations

enum class  AnimationState {
  NONE = -1 , IDLE = 000 , IDLE_ARMED = 001 , IDLE_ALT0 = 010 ,
  IDLE_ALT1 = 011 , IDLE_ALT2 = 012 , WAITING = 013 , IDLE_BALANCE = 020 ,
  WALK = 100 , SLIDE = 105 , SLIDE_DIR_CHANGE = 106 , RUN = 110 ,
  CROUCH = 120 , CROUCH_WALK = 130 , ROLL = 131 , CROUCH_SLIDE = 132 ,
  LAND = 133 , CROUCH_RUN = 134 , PUSH = 140 , PULL = 150 ,
  STAIRS_UP = 160 , STAIRS_UP_RIGHT = 161 , STAIRS_UP_RIGHT_IDLE = 162 , STAIRS_UP_LEFT = 163 ,
  STAIRS_UP_LEFT_IDLE = 164 , STAIRS_DOWN = 165 , STAIRS_DOWN_RIGHT = 166 , STAIRS_DOWN_RIGHT_IDLE = 167 ,
  STAIRS_DOWN_LEFT = 168 , STAIRS_DOWN_LEFT_IDLE = 169 , STAIRS_DOWN_TO_GROUND = 170 , STAIRS_UP_TO_GROUND_RIGHT = 171 ,
  STAIRS_UP_TO_GROUND_LEFT = 172 , JUMP = 200 , JUMP_CROUCH = 201 , DOUBLE_JUMP = 205 ,
  AIRBORNE = 210 , AIRBORNE_CROUCH = 211 , FALL = 220 , FALL_CROUCH = 221 ,
  JETPACK = 230 , FLY = 240 , FLOAT = 250 , PARACHUTE = 251 ,
  GLIDE = 260 , TELEPORT_JUMP = 270 , TELEPORT_FALL = 271 , TELEPORT_JUMP_CROUCH = 272 ,
  TELEPORT_FALL_CROUCH = 273 , CLIMB_HOLD = 300 , CLIMB_UP = 310 , LADDER_TOP_UP = 311 ,
  LADDER_TOP_UP_DONE = 312 , CLIMB_DOWN = 320 , LADDER_TOP_DOWN = 321 , LADDER_TOP_DOWN_DONE = 322 ,
  ROPE_CLIMB_HOLD = 330 , ROPE_CLIMB_UP = 340 , ROPE_CLIMB_DOWN = 350 , ROPE_SWING = 360 ,
  CLIMB_LEFT = 370 , CLIMB_RIGHT = 380 , WALL_CLING = 400 , WALL_SLIDE = 410 ,
  WALL_CLIMB_UP = 420 , WALL_CLIMB_DOWN = 430 , WALL_JUMP = 440 , WALL_RUN = 450 ,
  LEDGE_REACH = 500 , LEDGE_GRASP = 510 , LEDGE_HANG = 520 , LEDGE_FALL = 530 ,
  LEDGE_CLIMB = 540 , LEDGE_DONE = 550 , LEDGE_DISMOUNT = 560 , LEDGE_DISMOUNT_DONE = 570 ,
  SWIM = 600 , SWIM_STROKE = 610 , SWIM_ALT_0 = 620 , SWIM_WALK = 630 ,
  SWIM_ENTER = 640 , SWIM_EXIT = 650 , SWIM_SURFACE_STROKE = 660 , SWIM_SURFACE = 670 ,
  GRAPPLE_THROW = 700 , GRAPPLE_THROW_45 = 701 , GRAPPLE_THROW_90 = 702 , GRAPPLE_SWING = 710 ,
  GRAPPLE_HANG = 720 , CEILING_HANG = 800 , CEILING_CLIMB = 810 , CEILING_CLIMB_LAUNCH = 820 ,
  CEILING_CLIMB_HORIZONTAL = 830 , RAIL_IDLE = 900 , RAIL_MOVE = 910 , STUNNED = 1000 ,
  HURT_NORMAL = 1001 , HURT_HIGH = 1002 , HURT_LOW = 1003 , HURT_BACK = 1004 ,
  HURT_OTHER_1 = 1005 , HURT_OTHER_2 = 1006 , HURT_OTHER_3 = 1007 , HURT_PHYSICAL = 1010 ,
  HURT_COLD = 1011 , HURT_ELECTRICAL = 1012 , HURT_POISON = 1013 , HURT_MAGIC = 1014 ,
  HURT_HOLY = 1015 , HURT_DEMONIC = 1016 , HURT_HEAD_STOMP = 1017 , HURT_PLATFORM_BOBBLE = 1018 ,
  HURT_AUTO_KILL = 1019 , HURT_TIME_EXPIRED = 1020 , HURT_LANDING = 1021 , HURT_KICK = 1022 ,
  HURT_RADIATION = 1023 , HURT_FIRE = 1024 , ATTACK = 1500 , ATTACK_PUNCH = 1501 ,
  ATTACK_KICK = 1502 , ATTACK_SLASH = 1503 , ATTACK_STAB = 1504 , ATTACK_AIR = 1505 ,
  ATTACK_SHOOT = 1506 , ATTACK_SHOOT_UP = 1507 , ATTACK_THROW = 1508 , ATTACK_SHOOT_LEFT = 1509 ,
  ATTACK_SHOOT_RIGHT = 1510 , ATTACK_CUSTOM0 = 1550 , ATTACK_CUSTOM1 = 1551 , ATTACK_CUSTOM2 = 1552 ,
  ATTACK_CUSTOM3 = 1553 , ATTACK_CUSTOM4 = 1554 , ATTACK_WEILD0 = 1560 , ATTACK_WEILD1 = 1561 ,
  ATTACK_WEILD2 = 1562 , ATTACK_WEILD3 = 1563 , ATTACK_WEILD4 = 1564 , POWER_BOMB = 1570 ,
  POWER_BOMB_CHARGE = 1571 , POWER_BOMB_LAND = 1572 , DEPLOY = 1600 , UNDEPLOY = 1601 ,
  HIDING = 1602 , PREPARING = 1603 , ENTERING = 1610 , EXITING = 1611 ,
  DEATH = 2000 , GAME_OVER = 2100 , ACRO_HURDLE = 3001 , ACRO_CAT_GRAB = 3002 ,
  ACRO_LEDGE_CLIMB = 3003 , ACRO_DIVE = 3004 , ACRO_FRONT_FLIP = 3005 , ACRO_BACK_FLIP = 3006 ,
  ACRO_SIDE_FLIP = 3007 , ACRO_GAINER = 3008 , ACRO_VAULT = 3009 , ACRO_SPIN = 3010 ,
  ACRO_CUSTOM_0 = 3100 , ACRO_CUSTOM_1 = 3101 , ACRO_CUSTOM_2 = 3102 , ACRO_CUSTOM_3 = 3103 ,
  ACRO_CUSTOM_4 = 3104 , GRAB = 4000 , GRAB_HIGH = 4001 , GRAB_LOW = 4002 ,
  PICKUP = 4003 , PICKUP_ALT = 4004 , PRESS = 4005 , INTERACTION_0 = 4100 ,
  INTERACTION_1 = 4101 , INTERACTION_2 = 4102 , INTERACTION_3 = 4103 , INTERACTION_4 = 4104 ,
  CUSTOM_0 = 10000 , CUSTOM_1 = 10001 , CUSTOM_2 = 10002 , CUSTOM_3 = 10003 ,
  CUSTOM_4 = 10004 , CUSTOM_5 = 10005 , CUSTOM_6 = 10006 , CUSTOM_7 = 10007 ,
  CUSTOM_8 = 10008 , CUSTOM_9 = 10009
}
 Enumeration of all supported animation states. More...
 
enum class  AttackLocation { GROUNDED , AIRBORNE , ANY_BUT_SPECIAL , ANY }
 Where the character needs to be to do the attack. More...
 
enum class  AttackType { MELEE , PROJECTILE }
 Classifies different attack types. More...
 
enum class  FireInputType { FIRE_WHEN_PRESSED , FIRE_WHEN_HELD , FIRE_WHEN_RELEASED }
 
enum class  ComboType { QUEUED = 1 , POST_HIT = 2 , CANCEL = 3 }
 Enumeration of types of combo move. More...
 
enum class  GrenadeType { EXPLODE_ON_HIT , EXPLODE_AFTER_DELAY }
 
enum class  ProjectileAimingTypes {
  NONE , MOUSE , EIGHT_WAY , SIX_WAY ,
  ANGLED , FOUR_WAY
}
 Different types of projectile aiming More...
 
enum class  CameraZoomMode { ZOOM_WITH_ORTHO_SIZE , ZOOM_WITH_FOV , ZOOM_WITH_Z_POS }
 How do we zoom? More...
 
enum class  CharacterRotationType { TRANSFORM_TO_AVERAGE , COLLIDING_TO_AVERAGE , MIDDLE_TO_AVERAGE }
 Describes ways of rotating the character to a slope. More...
 
enum class  CharacterState
 
enum class  OptionState { NONE , READY_TO_SHOW , SELECTING }
 
enum class  BoundaryDetectionMode {
  NONE , DEFAULT , SPRITE , SMART_SPRITE ,
  MESH , COLLIDER
}
 Boundary detection mode. More...
 
enum class  ParticleEffectType { ATTACHED_TO_CHARACTER , DETACHED_FROM_CHARACTER , INSTANTIATE_NEW_INSTANCE }
 Types of particle effect. More...
 
enum class  DamageMovementType { DAMAGE_AND_DEATH , DAMAGE_ONLY , DEATH_ONLY }
 What does this damage movement respond to. More...
 
enum class  SnapperState { IDLE , CHARGING , RETRACTING }
 States of the enemy snapper. More...
 
enum class  WaypointMoveCompleteType { LAST_WAYPOINT , ON_LOOP_TO_FIRST_WAYPOINT , EVERY_WAYPOINT , NEVER }
 
enum class  EnemyState {
  DEFAULT , HITTING , ATTACKING , SHOOTING ,
  GUARD , PATROL , FLEE , DAMAGED ,
  DEAD , FALLING , CHARGING , HIDING ,
  FLYING , DEFENDING , WAITING , DEPLOYING ,
  ENTERING , EXITING , PREPARING , SHOOTING_LEFT ,
  SHOOTING_RIGHT , CHARGING_LEFT , CHARING_RIGHT , ATTACKING_ALT_0 ,
  ATTACKING_ALT_1 , ATTACKING_ALT_2 , ATTACKING_ALT_3 , ATTACKING_ALT_4 ,
  CUSTOM_0 , CUSTOM_1 , CUSTOM_2 , CUSTOM_3 ,
  CUSTOM_4 , CUSTOM_5 , CUSTOM_6 , CUSTOM_7 ,
  CUSTOM_8 , CUSTOM_9 , DAMAGED_ALT_0 , DAMAGED_ALT_1 ,
  DAMAGED_ALT_2 , DAMAGED_ALT_3 , DAMAGED_ALT_4 , IDLE ,
  CAUTIOUS , AGGRESSIVE
}
 High level enemy states for which different movements can be played by a EnemyMovement_Distributor. More...
 
enum class  EnemyStateExitType {
  TIMER , MOVE_COMPLETE , TIMER_PLUS_RANDOM , NUMBER_OF_HITS ,
  HEALTH_PERCENTAGE , SENSE_PLAYER , LOST_PLAYER_TARGET , TARGET_WITHIN_RANGE ,
  NONE , ALWAYS , COUNTER_REACHES
}
 Ways in which an enemy state can be exited. More...
 
enum class  EnemyPhaseExitType {
  TIMER , NUMBER_OF_LOOPS , TIMER_PLUS_RANDOM , NUMBER_OF_HITS ,
  HEALTH_PERCENTAGE , SENSE_PLAYER , LOST_PLAYER_TARGET , TARGET_WITHIN_RANGE ,
  NONE
}
 Ways in which an enemy phase can be exited. More...
 
enum class  EquipResponseType { ACTIVATE_ON_EQUIP , DEACTIVATE_ON_EQUIP }
 Available responses to equipping an item. More...
 
enum class  EventResponseType {
  DEBUG_LOG , SEND_MESSSAGE , ACTIVATE_GAMEOBJECT , DEACTIVATE_GAMEOBJECT ,
  ENABLE_BEHAVIOUR , DISABLE_BEHAVIOUR , OVERRIDE_ANIMATON , CLEAR_ANIMATION_OVERRIDE ,
  PLAY_PARTICLES , PAUSE_PARTICLES , SWITCH_SPRITE , PLAY_SFX ,
  PLAY_SONG , STOP_SONG , MAKE_INVULNERABLE , MAKE_VULNERABLE ,
  LEVEL_COMPLETE , LOAD_SCENE , LOCK , UNLOCK ,
  RESPAWN , SET_ACTIVE_RESPAWN , START_EFFECT , FLIP_GRAVITY ,
  SPECIAL_MOVE_ANIMATION , START_SWIM , STOP_SWIM , ADD_SCORE ,
  RESET_SCORE , PLAY_ANIMATION , STOP_ANIMATION , ADD_LIVES ,
  UPDATE_MAX_HEALTH , SET_MAX_HEALTH , UPDATE_MAX_LIVES , SET_MAX_LIVES ,
  SET_TAGGED_PROPERTY , ADD_TO_TAGGED_PROPERTY , MULTIPLY_TAGGED_PROPERTY , SPAWN_ITEM ,
  ADD_VELOCITY , SET_VELOCITY , SET_DEPTH , POWER_UP ,
  RESET_POWER_UP , COLLECT_ITEM , CONSUME_ITEM , HEAL ,
  DAMAGE , KILL , SWIM_SURFACE , ACTIVATE_ITEM ,
  DEACTIVATE_ITEM , SET_CHARACTER , CLEAR_RESPAWN_POINTS , END_SWIM_SURFACE ,
  ACTIVATE_PLATFORM , DEACTIVATE_PLATFORM , SHOW_DIALOG , SWITCH_CAMERA_ZONE ,
  ENEMY_MESSAGE , ENABLE_RIGIDBODY , DISABLE_RIGIDBODY
}
 The types of event responses. More...
 
enum class  MultiPlatformEnablerType { ENABLE_FIRST_MATCH , ENABLE_ALL_MATCHES , DISABLE_FIRST_MATCH , DISABLE_ALL_MATCHES }
 Different actions the enabler can perform. More...
 
enum class  PersistenceResetType { RESET_ON_GAME_OVER = 1 , RESET_ON_DEATH = 2 , RESET_ON_SCENE_EXIT = 4 }
 
enum class  PersistableObjectType { ACTIVATE_DEACTIVATE , DESTROY , SEND_MESSAGE , CUSTOM }
 Different ways we can impleemnt the persisted state in the game world. More...
 
enum class  PersistableEnemyType { ALIVE_DEAD = 1 , HEALTH = 2 , STATE = 4 , POSITION_AND_VELOCITY = 8 }
 Different ways we can impleemnt the persisted state for an enemy. More...
 
enum class  GamePhase {
  NONE , SCENE_ENTERED , CHARACTERS_LOADED , READY ,
  GAME_OVER
}
 Tracks where we are the initialisiation phases. More...
 
enum class  GameOverType { ONE_CHARACTER_HAS_NO_LIVES , ALL_CHARACTERS_HAVE_NO_LIVES }
 When does the game end? More...
 
enum class  BlockDirection {
  ALL , FRONT , BACK , FRONT_WITH_LOW_HIGH ,
  FRONT_NOT_HIGH , FRONT_NOT_LOW
}
 
enum class  DamageType {
  NONE , PHYSICAL , FIRE , COLD ,
  ELECTRICAL , POISON , MAGIC , HOLY ,
  DEMONIC , HEAD_STOMP , PLATFORM_BOBBLE , CUSTOM_1 ,
  CUSTOM_2 , CUSTOM_3 , AUTO_KILL , TIME_EXPIRED ,
  SKIP_ANIMATION , LANDING , KICK , RADIATION
}
 Different types of damage that can be dealt. It includes some common types and some CUSTOM_X types which you can use for your own. There's also a sample name generator to show how you could use an extension method to easily name your own damage types. More...
 
enum class  DeathActionType {
  RESPAWN = 1 , RELOAD_SCENE = 2 , LOAD_ANOTHER_SCENE = 4 , SEND_MESSAGE = 8 ,
  CLEAR_RESPAWN_POINTS = 16 , DESTROY_CHARACTER = 32 , RESET_DATA = 64 , RESET_SCORE = 128
}
 Things the default character health can do when you die. More...
 
enum class  ButtonState {
  NONE = 0 , DOWN = 1 , HELD = 2 , UP = 4 ,
  ANY = DOWN | HELD | UP
}
 Encapsulates the various states of a button. More...
 
enum class  KeyType {
  UP , DOWN , VERTICAL_AXIS , LEFT ,
  RIGHT , HORIZONTAL_AXIS , JUMP , RUN ,
  ACTION , PAUSE , ALT_VERTICAL_AXIS , ALT_HORIZONTAL_AXIS
}
 Key type used for configurable input. More...
 
enum class  ItemBehaviour {
  NONE = 0 , EQUIPPABLE = 1 , UPGRADE = 2 , CONSUMABLE = 4 ,
  POWER_UP = 8
}
 
enum class  ItemClass { NORMAL = 0 , NON_INVENTORY = 1 , INSTANT = 4 }
 High level categorisatino of item type. More...
 
enum class  ItemDataLoadType { RESOURCE , ASSET_BUNDLE , FILE_SYSTEM }
 
enum class  RestockType { NEVER_RESTOCK , USE_DEFAULT , USE_RANDOM , USE_RARITY }
 Controls how an item can be restocked. More...
 
enum class  PurchaseFailReason {
  NONE , NO_ITEM_SELECTED , ITEM_NOT_IN_SHOP , CANT_AFFORD ,
  NO_ROOM
}
 Reasons we can fail a purchase More...
 
enum class  TeleportJumpControlType { JUMP_AND_DIRECTION , ACTION_BUTTON_AND_DIRECTION , ALT_AXIS }
 
enum class  LadderDismountType {
  NONE = 0 , TOP_BOTTOM = 1 , LEFT_RIGHT = 2 , JUMP = 4 ,
  TOP_BOTTOM_AND_LEFT_RIGHT = TOP_BOTTOM | LEFT_RIGHT , JUMP_AND_LEFT_RIGHT = JUMP | LEFT_RIGHT , TOP_BOTTOM_AND_JUMP = TOP_BOTTOM | JUMP , TOP_BOTTOM_AND_JUMP_AND_LEFT_RIGHT = TOP_BOTTOM | JUMP | LEFT_RIGHT
}
 Ways that a ladder can be dismounted. More...
 
enum class  UnityColliderAction { ENABLE , DISABLE , NONE }
 Will we dis More...
 
enum class  FacingPreference { FACE_MOVEMENT_DIRECTION , FACE_INPUT_DIRECTION , FACE_INPUT_THEN_MOVEMENT }
 Options for controlling the direction the character faces. More...
 
enum class  RaycastType {
  NONE = 0 , SIDE_LEFT = 1 , SIDE_RIGHT = 2 , FOOT = 4 ,
  HEAD = 8 , SIDES = SIDE_LEFT ^ SIDE_RIGHT , ALL = SIDES ^ HEAD ^ FOOT , ANY = ALL
}
 Possible type for an BasicRaycast. Different types drive different behaviours, for example a FOOT collider will generally only push the character upwards, whereas a HEAD collider will generally only push the character down. More...
 
enum class  DirectionalSwimType { AUTO_STROKE , JUMP_TO_STROKE , SWIM_PLUS_STROKE }
 Directional swim type. More...
 
enum class  GrapplingHookState {
  NONE , LAUNCHING , CLINGING , AUTO_RETRACTING ,
  SLINGSHOT
}
 Grappling hook state. More...
 
enum class  GrapplingHookControlType { AUTO_RETRACT , UP_ONLY , UP_AND_DOWN }
 Grappling hook control type. More...
 
enum class  SlowDownType { NATURAL , DRAG_FACTOR , EXPONENTIAL }
 Different ways to slow the swing. More...
 
enum class  CeilingHangState {
  NONE , HANG , CLIMB_START , CLIMBING ,
  LAUNCH_START , LAUNCH , DONE , DROP
}
 
enum class  VelocityType { RELATIVE_X_WORLD_Y , RELATIVE , WORLD , CUSTOM }
 Represents different ways of storing velocity. More...
 
enum class  GapDetectionType { NONE , RAYCAST_SIDE_COLLIDERS }
 How do we detect that ther eis enough gap (i.e. a place for the character to be) for a ledge climb to start. More...
 
enum class  LedgeDetectionType { NONE , BOX , CIRCLE_CAST }
 How do we dectect where the edge of the ledge is (i.e. where the characters hands should be). More...
 
enum class  LedgeClimbState {
  NONE , REACHING , GRASPING , HANGING ,
  FALLING , CLIMBING , CLIMB_FINISHED , DISMOUNTING ,
  DISMOUNT_FINISHED
}
 Ledge climb state. More...
 
enum class  LedgeClimbAnimationTargetting { SPRITE_PIVOT , BAKED }
 How do we target the character at the ledge. More...
 
enum class  WallJumpControlType { JUMP_ONLY , DIRECTION_ONLY }
 Different controls for wall jumping. More...
 
enum class  ConveyorType { DIRECT_TRANSLATE , SET_SPEED , ADD_SPEED_AS_FORCE }
 Indicates how the convery moves the character. More...
 
enum class  DoorState {
  NOT_INITIALISED , OPEN , CLOSED , OPENING ,
  CLOSING
}
 
enum class  DoorInputType { AUTOMATIC , PRESS_UP , PRESS_ACTION_KEY }
 
enum class  PlatformActivationType { NONE = 0 , ACTIVATE_ON_START = 1 , ACTIVATE_ON_STAND = 2 , ACTIVATE_ON_LEAVE = 4 }
 Options for controlling how a platform activates itself. More...
 
enum class  PlatformDeactivationType { NONE = 0 , DEACTIVATE_ON_EXTENT = 1 , DEACTIVATE_ON_STAND = 2 , DEACTIVATE_ON_LEAVE = 4 }
 Options for controlling how a platform deactivates itself. More...
 
enum class  RailMoveType { AUTOMATIC , LEFT_RIGHT , UP_DOWN , FOLLOW_CURVE }
 
enum class  StairCollisionType { ALWAYS , WALK_DIRECTION , WALK_DIRECTION_PLUS_UP_DOWN }
 Methods for determining if we mount the stairs. More...
 
enum class  StairAirType { ALWAYS , MUST_HOLD_UP , MUST_HOLD_UP_OR_DOWN , MUST_NOT_HOLD_DOWN }
 Methods for determining if we mount the stairs while airborne. More...
 
enum class  TriggerActionType {
  NOTHING = 0 , SEND_MESSAGE = 1 , ACTIVATE_PLATFORM = 2 , DEACTIVATE_PLATFORM = 4 ,
  ACTIVATE_GAMEOBJECT = 8 , DEACTIVATE_GAMEOBJECT = 16 , CHANGE_CAMERA_ZONE = 32 , SWITCH_SPRITE = 64 ,
  SHOW_DIALOG = 128 , HIDE_DIALOG = 256 , OPEN_DOOR = 512 , CLOSE_DOOR = 1024 ,
  ACTIVATE_SPAWN_POINT = 2048 , PLAY_ANIMATION = 4096 , FORWARD = 8192 , SHOW_SHOP = 16384
}
 What does the trigger do when triggered. More...
 
enum class  WaypointMoveType { ONE_OFF , PING_PONG , LOOP , RANDOM }
 

Detailed Description

This code is part of Platformer PRO and is copyright John Avery 2014.

Enumeration Type Documentation

◆ AnimationState

Enumeration of all supported animation states.

Enumerator
NONE 
IDLE 
IDLE_ARMED 
IDLE_ALT0 
IDLE_ALT1 
IDLE_ALT2 
WAITING 
IDLE_BALANCE 
WALK 
SLIDE 
SLIDE_DIR_CHANGE 
RUN 
CROUCH 
CROUCH_WALK 
ROLL 
CROUCH_SLIDE 
LAND 
CROUCH_RUN 
PUSH 
PULL 
STAIRS_UP 
STAIRS_UP_RIGHT 
STAIRS_UP_RIGHT_IDLE 
STAIRS_UP_LEFT 
STAIRS_UP_LEFT_IDLE 
STAIRS_DOWN 
STAIRS_DOWN_RIGHT 
STAIRS_DOWN_RIGHT_IDLE 
STAIRS_DOWN_LEFT 
STAIRS_DOWN_LEFT_IDLE 
STAIRS_DOWN_TO_GROUND 
STAIRS_UP_TO_GROUND_RIGHT 
STAIRS_UP_TO_GROUND_LEFT 
JUMP 
JUMP_CROUCH 
DOUBLE_JUMP 
AIRBORNE 
AIRBORNE_CROUCH 
FALL 
FALL_CROUCH 
JETPACK 
FLY 
FLOAT 
PARACHUTE 
GLIDE 
TELEPORT_JUMP 
TELEPORT_FALL 
TELEPORT_JUMP_CROUCH 
TELEPORT_FALL_CROUCH 
CLIMB_HOLD 
CLIMB_UP 
LADDER_TOP_UP 
LADDER_TOP_UP_DONE 
CLIMB_DOWN 
LADDER_TOP_DOWN 
LADDER_TOP_DOWN_DONE 
ROPE_CLIMB_HOLD 
ROPE_CLIMB_UP 
ROPE_CLIMB_DOWN 
ROPE_SWING 
CLIMB_LEFT 
CLIMB_RIGHT 
WALL_CLING 
WALL_SLIDE 
WALL_CLIMB_UP 
WALL_CLIMB_DOWN 
WALL_JUMP 
WALL_RUN 
LEDGE_REACH 
LEDGE_GRASP 
LEDGE_HANG 
LEDGE_FALL 
LEDGE_CLIMB 
LEDGE_DONE 
LEDGE_DISMOUNT 
LEDGE_DISMOUNT_DONE 
SWIM 
SWIM_STROKE 
SWIM_ALT_0 
SWIM_WALK 
SWIM_ENTER 
SWIM_EXIT 
SWIM_SURFACE_STROKE 
SWIM_SURFACE 
GRAPPLE_THROW 
GRAPPLE_THROW_45 
GRAPPLE_THROW_90 
GRAPPLE_SWING 
GRAPPLE_HANG 
CEILING_HANG 
CEILING_CLIMB 
CEILING_CLIMB_LAUNCH 
CEILING_CLIMB_HORIZONTAL 
RAIL_IDLE 
RAIL_MOVE 
STUNNED 
HURT_NORMAL 
HURT_HIGH 
HURT_LOW 
HURT_BACK 
HURT_OTHER_1 
HURT_OTHER_2 
HURT_OTHER_3 
HURT_PHYSICAL 
HURT_COLD 
HURT_ELECTRICAL 
HURT_POISON 
HURT_MAGIC 
HURT_HOLY 
HURT_DEMONIC 
HURT_HEAD_STOMP 
HURT_PLATFORM_BOBBLE 
HURT_AUTO_KILL 
HURT_TIME_EXPIRED 
HURT_LANDING 
HURT_KICK 
HURT_RADIATION 
HURT_FIRE 
ATTACK 
ATTACK_PUNCH 
ATTACK_KICK 
ATTACK_SLASH 
ATTACK_STAB 
ATTACK_AIR 
ATTACK_SHOOT 
ATTACK_SHOOT_UP 
ATTACK_THROW 
ATTACK_SHOOT_LEFT 
ATTACK_SHOOT_RIGHT 
ATTACK_CUSTOM0 
ATTACK_CUSTOM1 
ATTACK_CUSTOM2 
ATTACK_CUSTOM3 
ATTACK_CUSTOM4 
ATTACK_WEILD0 
ATTACK_WEILD1 
ATTACK_WEILD2 
ATTACK_WEILD3 
ATTACK_WEILD4 
POWER_BOMB 
POWER_BOMB_CHARGE 
POWER_BOMB_LAND 
DEPLOY 
UNDEPLOY 
HIDING 
PREPARING 
ENTERING 
EXITING 
DEATH 
GAME_OVER 
ACRO_HURDLE 
ACRO_CAT_GRAB 
ACRO_LEDGE_CLIMB 
ACRO_DIVE 
ACRO_FRONT_FLIP 
ACRO_BACK_FLIP 
ACRO_SIDE_FLIP 
ACRO_GAINER 
ACRO_VAULT 
ACRO_SPIN 
ACRO_CUSTOM_0 
ACRO_CUSTOM_1 
ACRO_CUSTOM_2 
ACRO_CUSTOM_3 
ACRO_CUSTOM_4 
GRAB 
GRAB_HIGH 
GRAB_LOW 
PICKUP 
PICKUP_ALT 
PRESS 
INTERACTION_0 
INTERACTION_1 
INTERACTION_2 
INTERACTION_3 
INTERACTION_4 
CUSTOM_0 
CUSTOM_1 
CUSTOM_2 
CUSTOM_3 
CUSTOM_4 
CUSTOM_5 
CUSTOM_6 
CUSTOM_7 
CUSTOM_8 
CUSTOM_9 

◆ AttackLocation

Where the character needs to be to do the attack.

Enumerator
GROUNDED 
AIRBORNE 
ANY_BUT_SPECIAL 
ANY 

◆ AttackType

Classifies different attack types.

Enumerator
MELEE 
PROJECTILE 

◆ BlockDirection

Enumerator
ALL 
FRONT 
BACK 
FRONT_WITH_LOW_HIGH 
FRONT_NOT_HIGH 
FRONT_NOT_LOW 

◆ BoundaryDetectionMode

Boundary detection mode.

Enumerator
NONE 
DEFAULT 
SPRITE 
SMART_SPRITE 
MESH 
COLLIDER 

◆ ButtonState

Encapsulates the various states of a button.

Enumerator
NONE 
DOWN 
HELD 
UP 
ANY 

◆ CameraZoomMode

How do we zoom?

Enumerator
ZOOM_WITH_ORTHO_SIZE 
ZOOM_WITH_FOV 
ZOOM_WITH_Z_POS 

◆ CeilingHangState

Enumerator
NONE 
HANG 
CLIMB_START 
CLIMBING 
LAUNCH_START 
LAUNCH 
DONE 
DROP 

◆ CharacterRotationType

Describes ways of rotating the character to a slope.

Enumerator
TRANSFORM_TO_AVERAGE 
COLLIDING_TO_AVERAGE 
MIDDLE_TO_AVERAGE 

◆ CharacterState

◆ ComboType

Enumeration of types of combo move.

Enumerator
QUEUED 
POST_HIT 
CANCEL 

◆ ConveyorType

Indicates how the convery moves the character.

Enumerator
DIRECT_TRANSLATE 
SET_SPEED 
ADD_SPEED_AS_FORCE 

◆ DamageMovementType

What does this damage movement respond to.

Enumerator
DAMAGE_AND_DEATH 
DAMAGE_ONLY 
DEATH_ONLY 

◆ DamageType

Different types of damage that can be dealt. It includes some common types and some CUSTOM_X types which you can use for your own. There's also a sample name generator to show how you could use an extension method to easily name your own damage types.

Enumerator
NONE 
PHYSICAL 
FIRE 
COLD 
ELECTRICAL 
POISON 
MAGIC 
HOLY 
DEMONIC 
HEAD_STOMP 
PLATFORM_BOBBLE 
CUSTOM_1 
CUSTOM_2 
CUSTOM_3 
AUTO_KILL 
TIME_EXPIRED 
SKIP_ANIMATION 
LANDING 
KICK 
RADIATION 

◆ DeathActionType

Things the default character health can do when you die.

Enumerator
RESPAWN 
RELOAD_SCENE 
LOAD_ANOTHER_SCENE 
SEND_MESSAGE 
CLEAR_RESPAWN_POINTS 
DESTROY_CHARACTER 
RESET_DATA 
RESET_SCORE 

◆ DirectionalSwimType

Directional swim type.

Enumerator
AUTO_STROKE 
JUMP_TO_STROKE 
SWIM_PLUS_STROKE 

◆ DoorInputType

Enumerator
AUTOMATIC 
PRESS_UP 
PRESS_ACTION_KEY 

◆ DoorState

Enumerator
NOT_INITIALISED 
OPEN 
CLOSED 
OPENING 
CLOSING 

◆ EnemyPhaseExitType

Ways in which an enemy phase can be exited.

Enumerator
TIMER 
NUMBER_OF_LOOPS 
TIMER_PLUS_RANDOM 
NUMBER_OF_HITS 
HEALTH_PERCENTAGE 
SENSE_PLAYER 
LOST_PLAYER_TARGET 
TARGET_WITHIN_RANGE 
NONE 

◆ EnemyState

High level enemy states for which different movements can be played by a EnemyMovement_Distributor.

Enumerator
DEFAULT 
HITTING 
ATTACKING 
SHOOTING 
GUARD 
PATROL 
FLEE 
DAMAGED 
DEAD 
FALLING 
CHARGING 
HIDING 
FLYING 
DEFENDING 
WAITING 
DEPLOYING 
ENTERING 
EXITING 
PREPARING 
SHOOTING_LEFT 
SHOOTING_RIGHT 
CHARGING_LEFT 
CHARING_RIGHT 
ATTACKING_ALT_0 
ATTACKING_ALT_1 
ATTACKING_ALT_2 
ATTACKING_ALT_3 
ATTACKING_ALT_4 
CUSTOM_0 
CUSTOM_1 
CUSTOM_2 
CUSTOM_3 
CUSTOM_4 
CUSTOM_5 
CUSTOM_6 
CUSTOM_7 
CUSTOM_8 
CUSTOM_9 
DAMAGED_ALT_0 
DAMAGED_ALT_1 
DAMAGED_ALT_2 
DAMAGED_ALT_3 
DAMAGED_ALT_4 
IDLE 
CAUTIOUS 
AGGRESSIVE 

◆ EnemyStateExitType

Ways in which an enemy state can be exited.

Enumerator
TIMER 
MOVE_COMPLETE 
TIMER_PLUS_RANDOM 
NUMBER_OF_HITS 
HEALTH_PERCENTAGE 
SENSE_PLAYER 
LOST_PLAYER_TARGET 
TARGET_WITHIN_RANGE 
NONE 
ALWAYS 
COUNTER_REACHES 

◆ EquipResponseType

Available responses to equipping an item.

Enumerator
ACTIVATE_ON_EQUIP 
DEACTIVATE_ON_EQUIP 

◆ EventResponseType

The types of event responses.

Enumerator
DEBUG_LOG 
SEND_MESSSAGE 
ACTIVATE_GAMEOBJECT 
DEACTIVATE_GAMEOBJECT 
ENABLE_BEHAVIOUR 
DISABLE_BEHAVIOUR 
OVERRIDE_ANIMATON 
CLEAR_ANIMATION_OVERRIDE 
PLAY_PARTICLES 
PAUSE_PARTICLES 
SWITCH_SPRITE 
PLAY_SFX 
PLAY_SONG 
STOP_SONG 
MAKE_INVULNERABLE 
MAKE_VULNERABLE 
LEVEL_COMPLETE 
LOAD_SCENE 
LOCK 
UNLOCK 
RESPAWN 
SET_ACTIVE_RESPAWN 
START_EFFECT 
FLIP_GRAVITY 
SPECIAL_MOVE_ANIMATION 
START_SWIM 
STOP_SWIM 
ADD_SCORE 
RESET_SCORE 
PLAY_ANIMATION 
STOP_ANIMATION 
ADD_LIVES 
UPDATE_MAX_HEALTH 
SET_MAX_HEALTH 
UPDATE_MAX_LIVES 
SET_MAX_LIVES 
SET_TAGGED_PROPERTY 
ADD_TO_TAGGED_PROPERTY 
MULTIPLY_TAGGED_PROPERTY 
SPAWN_ITEM 
ADD_VELOCITY 
SET_VELOCITY 
SET_DEPTH 
POWER_UP 
RESET_POWER_UP 
COLLECT_ITEM 
CONSUME_ITEM 
HEAL 
DAMAGE 
KILL 
SWIM_SURFACE 
ACTIVATE_ITEM 
DEACTIVATE_ITEM 
SET_CHARACTER 
CLEAR_RESPAWN_POINTS 
END_SWIM_SURFACE 
ACTIVATE_PLATFORM 
DEACTIVATE_PLATFORM 
SHOW_DIALOG 
SWITCH_CAMERA_ZONE 
ENEMY_MESSAGE 
ENABLE_RIGIDBODY 
DISABLE_RIGIDBODY 

◆ FacingPreference

Options for controlling the direction the character faces.

Enumerator
FACE_MOVEMENT_DIRECTION 
FACE_INPUT_DIRECTION 
FACE_INPUT_THEN_MOVEMENT 

◆ FireInputType

Enumerator
FIRE_WHEN_PRESSED 
FIRE_WHEN_HELD 
FIRE_WHEN_RELEASED 

◆ GameOverType

When does the game end?

Enumerator
ONE_CHARACTER_HAS_NO_LIVES 
ALL_CHARACTERS_HAVE_NO_LIVES 

◆ GamePhase

Tracks where we are the initialisiation phases.

Enumerator
NONE 
SCENE_ENTERED 
CHARACTERS_LOADED 
READY 
GAME_OVER 

◆ GapDetectionType

How do we detect that ther eis enough gap (i.e. a place for the character to be) for a ledge climb to start.

Enumerator
NONE 
RAYCAST_SIDE_COLLIDERS 

◆ GrapplingHookControlType

Grappling hook control type.

Enumerator
AUTO_RETRACT 
UP_ONLY 
UP_AND_DOWN 

◆ GrapplingHookState

Grappling hook state.

Enumerator
NONE 
LAUNCHING 
CLINGING 
AUTO_RETRACTING 
SLINGSHOT 

◆ GrenadeType

Enumerator
EXPLODE_ON_HIT 
EXPLODE_AFTER_DELAY 

◆ ItemBehaviour

Enumerator
NONE 
EQUIPPABLE 
UPGRADE 
CONSUMABLE 
POWER_UP 

◆ ItemClass

High level categorisatino of item type.

Enumerator
NORMAL 
NON_INVENTORY 
INSTANT 

◆ ItemDataLoadType

Enumerator
RESOURCE 
ASSET_BUNDLE 
FILE_SYSTEM 

◆ KeyType

enum PlatformerPro.KeyType
strong

Key type used for configurable input.

Enumerator
UP 
DOWN 
VERTICAL_AXIS 
LEFT 
RIGHT 
HORIZONTAL_AXIS 
JUMP 
RUN 
ACTION 
PAUSE 
ALT_VERTICAL_AXIS 
ALT_HORIZONTAL_AXIS 

◆ LadderDismountType

Ways that a ladder can be dismounted.

Enumerator
NONE 
TOP_BOTTOM 
LEFT_RIGHT 
JUMP 
TOP_BOTTOM_AND_LEFT_RIGHT 
JUMP_AND_LEFT_RIGHT 
TOP_BOTTOM_AND_JUMP 
TOP_BOTTOM_AND_JUMP_AND_LEFT_RIGHT 

◆ LedgeClimbAnimationTargetting

How do we target the character at the ledge.

Enumerator
SPRITE_PIVOT 
BAKED 

◆ LedgeClimbState

Ledge climb state.

Enumerator
NONE 
REACHING 
GRASPING 
HANGING 
FALLING 
CLIMBING 
CLIMB_FINISHED 
DISMOUNTING 
DISMOUNT_FINISHED 

◆ LedgeDetectionType

How do we dectect where the edge of the ledge is (i.e. where the characters hands should be).

Enumerator
NONE 
BOX 
CIRCLE_CAST 

◆ MultiPlatformEnablerType

Different actions the enabler can perform.

Enumerator
ENABLE_FIRST_MATCH 
ENABLE_ALL_MATCHES 
DISABLE_FIRST_MATCH 
DISABLE_ALL_MATCHES 

◆ OptionState

Enumerator
NONE 
READY_TO_SHOW 
SELECTING 

◆ ParticleEffectType

Types of particle effect.

Enumerator
ATTACHED_TO_CHARACTER 
DETACHED_FROM_CHARACTER 
INSTANTIATE_NEW_INSTANCE 

◆ PersistableEnemyType

Different ways we can impleemnt the persisted state for an enemy.

Enumerator
ALIVE_DEAD 
HEALTH 
STATE 
POSITION_AND_VELOCITY 

◆ PersistableObjectType

Different ways we can impleemnt the persisted state in the game world.

Enumerator
ACTIVATE_DEACTIVATE 
DESTROY 
SEND_MESSAGE 
CUSTOM 

◆ PersistenceResetType

Enumerator
RESET_ON_GAME_OVER 
RESET_ON_DEATH 
RESET_ON_SCENE_EXIT 

◆ PlatformActivationType

Options for controlling how a platform activates itself.

Enumerator
NONE 
ACTIVATE_ON_START 
ACTIVATE_ON_STAND 
ACTIVATE_ON_LEAVE 

◆ PlatformDeactivationType

Options for controlling how a platform deactivates itself.

Enumerator
NONE 
DEACTIVATE_ON_EXTENT 
DEACTIVATE_ON_STAND 
DEACTIVATE_ON_LEAVE 

◆ ProjectileAimingTypes

Different types of projectile aiming

Enumerator
NONE 
MOUSE 
EIGHT_WAY 
SIX_WAY 
ANGLED 
FOUR_WAY 

◆ PurchaseFailReason

Reasons we can fail a purchase

Enumerator
NONE 
NO_ITEM_SELECTED 
ITEM_NOT_IN_SHOP 
CANT_AFFORD 
NO_ROOM 

◆ RailMoveType

Enumerator
AUTOMATIC 
LEFT_RIGHT 
UP_DOWN 
FOLLOW_CURVE 

◆ RaycastType

Possible type for an BasicRaycast. Different types drive different behaviours, for example a FOOT collider will generally only push the character upwards, whereas a HEAD collider will generally only push the character down.

Enumerator
NONE 
SIDE_LEFT 
SIDE_RIGHT 
FOOT 
HEAD 
SIDES 
ALL 
ANY 

◆ RestockType

Controls how an item can be restocked.

Enumerator
NEVER_RESTOCK 
USE_DEFAULT 
USE_RANDOM 
USE_RARITY 

◆ SlowDownType

Different ways to slow the swing.

Enumerator
NATURAL 
DRAG_FACTOR 
EXPONENTIAL 

◆ SnapperState

States of the enemy snapper.

Enumerator
IDLE 
CHARGING 
RETRACTING 

◆ StairAirType

Methods for determining if we mount the stairs while airborne.

Enumerator
ALWAYS 
MUST_HOLD_UP 
MUST_HOLD_UP_OR_DOWN 
MUST_NOT_HOLD_DOWN 

◆ StairCollisionType

Methods for determining if we mount the stairs.

Enumerator
ALWAYS 
WALK_DIRECTION 
WALK_DIRECTION_PLUS_UP_DOWN 

◆ TeleportJumpControlType

Enumerator
JUMP_AND_DIRECTION 
ACTION_BUTTON_AND_DIRECTION 
ALT_AXIS 

◆ TriggerActionType

What does the trigger do when triggered.

Enumerator
NOTHING 
SEND_MESSAGE 
ACTIVATE_PLATFORM 
DEACTIVATE_PLATFORM 
ACTIVATE_GAMEOBJECT 
DEACTIVATE_GAMEOBJECT 
CHANGE_CAMERA_ZONE 
SWITCH_SPRITE 
SHOW_DIALOG 
HIDE_DIALOG 
OPEN_DOOR 
CLOSE_DOOR 
ACTIVATE_SPAWN_POINT 
PLAY_ANIMATION 
FORWARD 
SHOW_SHOP 

◆ UnityColliderAction

Will we dis

Enumerator
ENABLE 
DISABLE 
NONE 

◆ VelocityType

Represents different ways of storing velocity.

Enumerator
RELATIVE_X_WORLD_Y 
RELATIVE 
WORLD 
CUSTOM 

◆ WallJumpControlType

Different controls for wall jumping.

Enumerator
JUMP_ONLY 
DIRECTION_ONLY 

◆ WaypointMoveCompleteType

Enumerator
LAST_WAYPOINT 
ON_LOOP_TO_FIRST_WAYPOINT 
EVERY_WAYPOINT 
NEVER 

◆ WaypointMoveType

Enumerator
ONE_OFF 
PING_PONG 
LOOP 
RANDOM