platformer
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This is a Hacky Action to keep the Character from falling.
The reason is that you cannot set 0,0 as gravity in the character, because it means use global configuration
More...
Public Member Functions | |
override void | OnEnable () |
keep Character.actions in sync More... | |
override void | PerformAction (float delta) |
Oppose gravity, do not fall More... | |
override int | WantsToUpdate (float delta) |
Always. 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 | GainControl (float delta) |
Called (once) when this action is going to be 'PerformAction' for first time More... | |
virtual void | LoseControl (float delta) |
Called (once) when other action 'WantsToUpdate' or this action don't anymore More... | |
Additional Inherited Members | |
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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... | |
This is a Hacky Action to keep the Character from falling.
The reason is that you cannot set 0,0 as gravity in the character, because it means use global configuration
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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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inlinevirtual |
keep Character.actions in sync
Reimplemented from UnityPlatformer.CharacterAction.
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inlinevirtual |
Oppose gravity, do not fall
Implements UnityPlatformer.CharacterAction.
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inlinevirtual |
Always.
Implements UnityPlatformer.CharacterAction.