Rope tile
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◆ BreakRope()
void UnityPlatformer.Rope.BreakRope |
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| ) |
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inline |
Break the rope and stop movement TODO break do not destroy sections
◆ GetSectionAbove()
virtual GameObject UnityPlatformer.Rope.GetSectionAbove |
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GameObject |
section | ) |
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inlinevirtual |
Gets the rope section above the provided one or null if none.
- Returns
- The section below.
◆ GetSectionBelow()
virtual GameObject UnityPlatformer.Rope.GetSectionBelow |
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GameObject |
section | ) |
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inlinevirtual |
Gets the rope section below the provided one or null if none.
- Returns
- The section below.
◆ LatePlatformerUpdate()
virtual void UnityPlatformer.Rope.LatePlatformerUpdate |
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float |
delta | ) |
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inlinevirtual |
◆ OnDisable()
virtual void UnityPlatformer.Rope.OnDisable |
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| ) |
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inlinevirtual |
◆ OnEnable()
virtual void UnityPlatformer.Rope.OnEnable |
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inlinevirtual |
◆ PlatformerUpdate()
virtual void UnityPlatformer.Rope.PlatformerUpdate |
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float |
delta | ) |
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inlinevirtual |
◆ RopeCallback()
delegate void UnityPlatformer.Rope.RopeCallback |
( |
Rope |
rope | ) |
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◆ SpeedToSectionOffset()
float UnityPlatformer.Rope.SpeedToSectionOffset |
( |
float |
speed | ) |
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inline |
◆ UpdateRotation()
void UnityPlatformer.Rope.UpdateRotation |
( |
| ) |
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inline |
Update rope rotation, this is called PlatformerUpdate if you need to called it outside, remember that time must be updated before
◆ angleLimits
float UnityPlatformer.Rope.angleLimits = 0 |
◆ easing
EasingType UnityPlatformer.Rope.easing = EasingType.Sine |
◆ initialTime
float UnityPlatformer.Rope.initialTime = 0 |
◆ onBreak
◆ onSideReached
When a side is reached (before change waving)
◆ passengers
LayerMask UnityPlatformer.Rope.passengers |
Object that can be 'atachhed' to the rope This allow to create rope in background, for example.
◆ ropeMass
float UnityPlatformer.Rope.ropeMass = 1.0f |
The mass of each rope segment (except the last which has mass = ropeMass * 5).
◆ rotationTime
float UnityPlatformer.Rope.rotationTime = 3.0f |
Rotation speed in degrees per second.
◆ sectionPrefab
GameObject UnityPlatformer.Rope.sectionPrefab |
The prefab to use for each rope section (i.e. put the mesh or sprite here)..
◆ segmentLength
float UnityPlatformer.Rope.segmentLength |
◆ segments
int UnityPlatformer.Rope.segments |
◆ slowDownModifier
float UnityPlatformer.Rope.slowDownModifier |
If true we move at a constant speed, false we slow down at the apex.
◆ stop
bool UnityPlatformer.Rope.stop = false |
◆ usedFixedPosition
bool UnityPlatformer.Rope.usedFixedPosition |
If true only the bottom section of the rope will be grabable and will have a fixed position..
◆ faceDir
float UnityPlatformer.Rope.faceDir |
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get |
Where the rope movement is facing
The documentation for this class was generated from the following file:
- Assets/UnityPlatformer/Scripts/Tiles/Rope.cs