platformer
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Move in a fence. The character must be completely inside the fence to enter More...
Public Member Functions | |
override void | OnEnable () |
keep Character.actions in sync More... | |
void | OnActionDown (string _action) |
input.onActionDown More... | |
void | OnActionUp (string _action) |
input.onActionUp More... | |
override int | WantsToUpdate (float delta) |
Enter in fence mode when user is in a fence area and pressing up/down More... | |
override void | GainControl (float delta) |
EnterState More... | |
override void | PerformAction (float delta) |
Do your action here. More... | |
override PostUpdateActions | GetPostUpdateActions () |
Return what to do next. More... | |
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void | Reset () |
Try to set character & input from parent nodes More... | |
virtual void | OnDisable () |
keep Character.actions in sync More... | |
virtual void | LoseControl (float delta) |
Called (once) when other action 'WantsToUpdate' or this action don't anymore More... | |
Public Attributes | |
Vector2 | speed = new Vector2(6, 6) |
Fence movement speed. More... | |
string | action = "Pull" |
Input name action to start grabbing on the fence More... | |
bool | dismountJumping = true |
Allow dismount pressing jump More... | |
JumpConstantProperties | jumpOff = new JumpConstantProperties(new Vector2(20, 20)) |
dismount jump properties More... | |
int | priority = 10 |
Action priority More... | |
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Character | character |
Target character that will be affected by this movement More... | |
PlatformerInput | input |
Input to listen More... | |
Action | onGrainControl |
Callback when this movement WantsToUpdate and has highest priority. More... | |
Action | onLoseControl |
Callback when this movement don't WantsToUpdate or another movement has higher priority More... | |
Protected Attributes | |
bool | grabHeld |
Is action held? More... | |
CharacterActionJump | actionJump |
CharacterActionJump More... | |
Move in a fence. The character must be completely inside the fence to enter
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inlinevirtual |
EnterState
Reimplemented from UnityPlatformer.CharacterAction.
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inlinevirtual |
Return what to do next.
By default should be: APPLY_GRAVITY | WORLD_COLLISIONS
Implements UnityPlatformer.CharacterAction.
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inline |
input.onActionDown
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inline |
input.onActionUp
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inlinevirtual |
keep Character.actions in sync
Reimplemented from UnityPlatformer.CharacterAction.
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inlinevirtual |
Do your action here.
Implements UnityPlatformer.CharacterAction.
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inlinevirtual |
Enter in fence mode when user is in a fence area and pressing up/down
Implements UnityPlatformer.CharacterAction.
string UnityPlatformer.CharacterActionFence.action = "Pull" |
Input name action to start grabbing on the fence
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protected |
bool UnityPlatformer.CharacterActionFence.dismountJumping = true |
Allow dismount pressing jump
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protected |
Is action held?
JumpConstantProperties UnityPlatformer.CharacterActionFence.jumpOff = new JumpConstantProperties(new Vector2(20, 20)) |
dismount jump properties
int UnityPlatformer.CharacterActionFence.priority = 10 |
Action priority
Vector2 UnityPlatformer.CharacterActionFence.speed = new Vector2(6, 6) |
Fence movement speed.