platformer
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Movement while below water surface (buoyancy) TODO slopeAccelerationFactor/slopeDeccelerationFactor More...
Public Member Functions | |
override void | OnEnable () |
keep Character.actions in sync More... | |
override int | WantsToUpdate (float delta) |
Execute when collision below. 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 | 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... | |
Public Attributes | |
float | speed = 6 |
Movement speed More... | |
float | accelerationTime = .1f |
Time to reach max speed More... | |
float | surfaceLevel = 1.5f |
Distance from feet (up) More... | |
float | terminalYUP = 2f |
Terminal velocity going up More... | |
float | terminalYDown = 3f |
Terminal velocity going down More... | |
float | liquidMinHeight = 0.75f |
Ignore liquids under liquidMinHeight More... | |
JumpConstantProperties | jumpOff = new JumpConstantProperties(new Vector2(20, 20)) |
Exit jump properties 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... | |
Movement while below water surface (buoyancy) TODO slopeAccelerationFactor/slopeDeccelerationFactor
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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 |
Do your action here.
Implements UnityPlatformer.CharacterAction.
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inlinevirtual |
Execute when collision below.
Implements UnityPlatformer.CharacterAction.
float UnityPlatformer.CharacterActionLiquidMovement.accelerationTime = .1f |
Time to reach max speed
JumpConstantProperties UnityPlatformer.CharacterActionLiquidMovement.jumpOff = new JumpConstantProperties(new Vector2(20, 20)) |
Exit jump properties
float UnityPlatformer.CharacterActionLiquidMovement.liquidMinHeight = 0.75f |
Ignore liquids under liquidMinHeight
float UnityPlatformer.CharacterActionLiquidMovement.speed = 6 |
Movement speed
float UnityPlatformer.CharacterActionLiquidMovement.surfaceLevel = 1.5f |
Distance from feet (up)
float UnityPlatformer.CharacterActionLiquidMovement.terminalYDown = 3f |
Terminal velocity going down
float UnityPlatformer.CharacterActionLiquidMovement.terminalYUP = 2f |
Terminal velocity going up