Math behind the Jump
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◆ JumpConstantSpring() [1/2]
UnityPlatformer.JumpConstantSpring.JumpConstantSpring |
( |
Character |
_character, |
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Vector2 |
_initialVelocity, |
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float |
_penetration, |
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float |
_minPenetrationSpeed |
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) |
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inline |
◆ JumpConstantSpring() [2/2]
◆ EndJump()
override void UnityPlatformer.JumpConstantSpring.EndJump |
( |
ref Vector3 |
velocity | ) |
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inlinevirtual |
◆ IsBeforeApex()
override bool UnityPlatformer.JumpConstantSpring.IsBeforeApex |
( |
| ) |
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inlinevirtual |
◆ IsHanging()
override bool UnityPlatformer.JumpConstantSpring.IsHanging |
( |
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inlinevirtual |
◆ Jumping()
override bool UnityPlatformer.JumpConstantSpring.Jumping |
( |
ref Vector3 |
velocity, |
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float |
delta |
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) |
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inlinevirtual |
◆ StartJump()
override void UnityPlatformer.JumpConstantSpring.StartJump |
( |
ref Vector3 |
velocity | ) |
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inlinevirtual |
◆ initialVelocity
Vector2 UnityPlatformer.JumpConstantSpring.initialVelocity |
◆ minPenetrationSpeed
float UnityPlatformer.JumpConstantSpring.minPenetrationSpeed = 3 |
Penetrate if speed is greater than
◆ penetration
float UnityPlatformer.JumpConstantSpring.penetration = 0.5f |
The documentation for this class was generated from the following file:
- Assets/UnityPlatformer/Scripts/Utils/JumpConstantSpring.cs