actions | UnityPlatformer.Character | |
animator | UnityPlatformer.Character | |
area | UnityPlatformer.Character | |
AreaChange(Areas before, Areas after) | UnityPlatformer.Character | |
Awake() | UnityPlatformer.Character | inlinevirtual |
BitOn(int a, int b) | UnityPlatformer.Character | inlinestatic |
CalculateRaySpacing() | UnityPlatformer.RaycastController | inline |
center | UnityPlatformer.RaycastController | |
CharacterMove(Character character, float delta) | UnityPlatformer.Character | |
ClearOverrideAnimation() | UnityPlatformer.Character | inline |
colBounds | UnityPlatformer.Character | |
collisionMask | UnityPlatformer.RaycastController | |
ConsolidateCollisions() | UnityPlatformer.PlatformerCollider2D | inline |
debug | UnityPlatformer.RaycastController | |
DisableLeaveGround() | UnityPlatformer.PlatformerCollider2D | inline |
DisableSlopes(float resetDelay=0.5f) | UnityPlatformer.PlatformerCollider2D | inline |
EnableLeaveGround(float resetDelay=0.5f) | UnityPlatformer.PlatformerCollider2D | inline |
enableSlopes | UnityPlatformer.PlatformerCollider2D | |
EnableSlopes() | UnityPlatformer.PlatformerCollider2D | inline |
EnterArea(Areas a) | UnityPlatformer.Character | inline |
enterAreas | UnityPlatformer.Character | |
EnterState(States a, bool privcall=false) | UnityPlatformer.Character | inline |
EnterStateGraceful(States a) | UnityPlatformer.Character | inline |
ExitArea(Areas a) | UnityPlatformer.Character | inline |
ExitState(States a, bool privcall=false) | UnityPlatformer.Character | inline |
ExitStateGraceful(States a) | UnityPlatformer.Character | inline |
faceDir | UnityPlatformer.Character | |
fallingTime | UnityPlatformer.Character | |
FallThroughPlatform(float resetDelay=0.5f) | UnityPlatformer.PlatformerCollider2D | inline |
feet | UnityPlatformer.Character | |
FeetRay(float rayLength, LayerMask mask) | UnityPlatformer.RaycastController | inline |
fence | UnityPlatformer.Character | |
forceAnimation | UnityPlatformer.Character | |
ForeachFeetRay(float rayLength, ref Vector3 velocity, RayItr itr, bool checkGravitySwap=true) | UnityPlatformer.RaycastController | inline |
ForeachHeadRay(float rayLength, ref Vector3 velocity, RayItr itr, bool checkGravitySwap=true) | UnityPlatformer.RaycastController | inline |
ForeachLeftRay(float rayLength, ref Vector3 velocity, RayItr itr) | UnityPlatformer.RaycastController | inline |
ForeachRightRay(float rayLength, ref Vector3 velocity, RayItr itr) | UnityPlatformer.RaycastController | inline |
frozen | UnityPlatformer.Character | |
GetAction< T >() | UnityPlatformer.Character | inline |
GetBottomLeft() | UnityPlatformer.RaycastController | inline |
GetBottomRight() | UnityPlatformer.RaycastController | inline |
GetDownSlopeDir() | UnityPlatformer.PlatformerCollider2D | inline |
GetDownVector() | UnityPlatformer.RaycastController | inline |
GetLowestBox(Directions dir) | UnityPlatformer.Character | inline |
grab | UnityPlatformer.Character | |
gravity | UnityPlatformer.PlatformerCollider2D | |
gravityOverride | UnityPlatformer.PlatformerCollider2D | |
groundGraceTime | UnityPlatformer.Character | |
head | UnityPlatformer.Character | |
health | UnityPlatformer.Character | |
height | UnityPlatformer.RaycastController | |
horizontalRayCount | UnityPlatformer.RaycastController | |
InjuredCharacter(Damage dt, CharacterHealth to, Character character) | UnityPlatformer.Character | |
IsBox(Directions dir) | UnityPlatformer.Character | inline |
IsDirectionAbove(int dir) | UnityPlatformer.PlatformerCollider2D | inline |
IsDirectionBelow(int dir) | UnityPlatformer.PlatformerCollider2D | inline |
IsGroundOnLeft(float rayLengthFactor, float delta, Vector3? vel=null) | UnityPlatformer.Character | inline |
IsGroundOnRight(float rayLengthFactor, float delta, Vector3? vel=null) | UnityPlatformer.Character | inline |
IsMovingAgainstGravity(ref Vector3 velocity) | UnityPlatformer.PlatformerCollider2D | inline |
IsOnAnyState(States _state) | UnityPlatformer.Character | inline |
IsOnArea(Areas _area) | UnityPlatformer.Character | inline |
IsOnGround(int graceFrames=0) | UnityPlatformer.PlatformerCollider2D | inline |
IsOnState(States _state) | UnityPlatformer.Character | inline |
item | UnityPlatformer.Character | |
ladder | UnityPlatformer.Character | |
ladderBottom | UnityPlatformer.Character | |
lastAction | UnityPlatformer.Character | |
lastFallDistance | UnityPlatformer.Character | |
lastJumpDistance | UnityPlatformer.Character | |
LatePlatformerUpdate(float delta) | UnityPlatformer.StaticCharacter | inlinevirtual |
LeftFeetRay(float rayLength, Vector3 velocity) | UnityPlatformer.RaycastController | inline |
liquid | UnityPlatformer.Character | |
localCenter | UnityPlatformer.RaycastController | |
maxClimbAngle | UnityPlatformer.PlatformerCollider2D | |
maxDescendAngle | UnityPlatformer.PlatformerCollider2D | |
meleeInProgress | UnityPlatformer.Character | |
minDistanceToEnv | UnityPlatformer.RaycastController | |
minTranslation | UnityPlatformer.PlatformerCollider2D | |
minVelocity | UnityPlatformer.Character | |
Move(Vector3 velocity, float delta) | UnityPlatformer.PlatformerCollider2D | inline |
movedLastFrame | UnityPlatformer.Character | |
onAfterMove | UnityPlatformer.Character | |
onAreaChange | UnityPlatformer.Character | |
onBeforeMove | UnityPlatformer.Character | |
OnDeath() | UnityPlatformer.StaticCharacter | inlinevirtual |
OnDisable() | UnityPlatformer.Character | inlinevirtual |
OnEnable() | UnityPlatformer.Character | inlinevirtual |
onInjuredCharacter | UnityPlatformer.Character | |
onLanding | UnityPlatformer.PlatformerCollider2D | |
onLeaveGround | UnityPlatformer.PlatformerCollider2D | |
onLeftWall | UnityPlatformer.PlatformerCollider2D | |
onRightWall | UnityPlatformer.PlatformerCollider2D | |
onStateChange | UnityPlatformer.Character | |
onTop | UnityPlatformer.PlatformerCollider2D | |
platform | UnityPlatformer.Character | |
PlatformerUpdate(float delta) | UnityPlatformer.StaticCharacter | inlinevirtual |
Raycast(Vector2 origin, Vector2 direction, float rayLength, int mask, Color? color=null) | UnityPlatformer.RaycastController | inline |
RayItr(ref RaycastHit2D hit, ref Vector3 velocity, int dir, int idx) | UnityPlatformer.RaycastController | |
ResetFallingThroughPlatform() | UnityPlatformer.PlatformerCollider2D | inline |
RightFeetRay(float rayLength, Vector3 velocity) | UnityPlatformer.RaycastController | inline |
rope | UnityPlatformer.Character | |
ropeIndex | UnityPlatformer.Character | |
SetFacing(Facing f) | UnityPlatformer.Character | inline |
SetFacing(float x) | UnityPlatformer.Character | inline |
SetOverrideAnimation(string animation, bool freeze) | UnityPlatformer.Character | inline |
skinWidth | UnityPlatformer.RaycastController | |
Start() | UnityPlatformer.PlatformerCollider2D | inlinevirtual |
state | UnityPlatformer.Character | |
StateChange(States before, States after) | UnityPlatformer.Character | |
terminalVelocity | UnityPlatformer.PlatformerCollider2D | |
track | UnityPlatformer.Character | |
turnAllowed | UnityPlatformer.Character | |
UpdateInnerBounds() | UnityPlatformer.RaycastController | inline |
UpdateRaycastOrigins() | UnityPlatformer.RaycastController | inline |
useRigidbody2D | UnityPlatformer.PlatformerCollider2D | |
velocity | UnityPlatformer.Character | |
VerticalRay(float directionY, int index, float rayLength, ref Vector3 velocity, Color? c=null) | UnityPlatformer.RaycastController | inline |
verticalRayCount | UnityPlatformer.RaycastController | |
wallAngle | UnityPlatformer.PlatformerCollider2D | |
worldVelocity | UnityPlatformer.Character | |