platformer
UnityPlatformer.StaticCharacter Member List

This is the complete list of members for UnityPlatformer.StaticCharacter, including all inherited members.

actionsUnityPlatformer.Character
animatorUnityPlatformer.Character
areaUnityPlatformer.Character
AreaChange(Areas before, Areas after)UnityPlatformer.Character
Awake()UnityPlatformer.Characterinlinevirtual
BitOn(int a, int b)UnityPlatformer.Characterinlinestatic
CalculateRaySpacing()UnityPlatformer.RaycastControllerinline
centerUnityPlatformer.RaycastController
CharacterMove(Character character, float delta)UnityPlatformer.Character
ClearOverrideAnimation()UnityPlatformer.Characterinline
colBoundsUnityPlatformer.Character
collisionMaskUnityPlatformer.RaycastController
ConsolidateCollisions()UnityPlatformer.PlatformerCollider2Dinline
debugUnityPlatformer.RaycastController
DisableLeaveGround()UnityPlatformer.PlatformerCollider2Dinline
DisableSlopes(float resetDelay=0.5f)UnityPlatformer.PlatformerCollider2Dinline
EnableLeaveGround(float resetDelay=0.5f)UnityPlatformer.PlatformerCollider2Dinline
enableSlopesUnityPlatformer.PlatformerCollider2D
EnableSlopes()UnityPlatformer.PlatformerCollider2Dinline
EnterArea(Areas a)UnityPlatformer.Characterinline
enterAreasUnityPlatformer.Character
EnterState(States a, bool privcall=false)UnityPlatformer.Characterinline
EnterStateGraceful(States a)UnityPlatformer.Characterinline
ExitArea(Areas a)UnityPlatformer.Characterinline
ExitState(States a, bool privcall=false)UnityPlatformer.Characterinline
ExitStateGraceful(States a)UnityPlatformer.Characterinline
faceDirUnityPlatformer.Character
fallingTimeUnityPlatformer.Character
FallThroughPlatform(float resetDelay=0.5f)UnityPlatformer.PlatformerCollider2Dinline
feetUnityPlatformer.Character
FeetRay(float rayLength, LayerMask mask)UnityPlatformer.RaycastControllerinline
fenceUnityPlatformer.Character
forceAnimationUnityPlatformer.Character
ForeachFeetRay(float rayLength, ref Vector3 velocity, RayItr itr, bool checkGravitySwap=true)UnityPlatformer.RaycastControllerinline
ForeachHeadRay(float rayLength, ref Vector3 velocity, RayItr itr, bool checkGravitySwap=true)UnityPlatformer.RaycastControllerinline
ForeachLeftRay(float rayLength, ref Vector3 velocity, RayItr itr)UnityPlatformer.RaycastControllerinline
ForeachRightRay(float rayLength, ref Vector3 velocity, RayItr itr)UnityPlatformer.RaycastControllerinline
frozenUnityPlatformer.Character
GetAction< T >()UnityPlatformer.Characterinline
GetBottomLeft()UnityPlatformer.RaycastControllerinline
GetBottomRight()UnityPlatformer.RaycastControllerinline
GetDownSlopeDir()UnityPlatformer.PlatformerCollider2Dinline
GetDownVector()UnityPlatformer.RaycastControllerinline
GetLowestBox(Directions dir)UnityPlatformer.Characterinline
grabUnityPlatformer.Character
gravityUnityPlatformer.PlatformerCollider2D
gravityOverrideUnityPlatformer.PlatformerCollider2D
groundGraceTimeUnityPlatformer.Character
headUnityPlatformer.Character
healthUnityPlatformer.Character
heightUnityPlatformer.RaycastController
horizontalRayCountUnityPlatformer.RaycastController
InjuredCharacter(Damage dt, CharacterHealth to, Character character)UnityPlatformer.Character
IsBox(Directions dir)UnityPlatformer.Characterinline
IsDirectionAbove(int dir)UnityPlatformer.PlatformerCollider2Dinline
IsDirectionBelow(int dir)UnityPlatformer.PlatformerCollider2Dinline
IsGroundOnLeft(float rayLengthFactor, float delta, Vector3? vel=null)UnityPlatformer.Characterinline
IsGroundOnRight(float rayLengthFactor, float delta, Vector3? vel=null)UnityPlatformer.Characterinline
IsMovingAgainstGravity(ref Vector3 velocity)UnityPlatformer.PlatformerCollider2Dinline
IsOnAnyState(States _state)UnityPlatformer.Characterinline
IsOnArea(Areas _area)UnityPlatformer.Characterinline
IsOnGround(int graceFrames=0)UnityPlatformer.PlatformerCollider2Dinline
IsOnState(States _state)UnityPlatformer.Characterinline
itemUnityPlatformer.Character
ladderUnityPlatformer.Character
ladderBottomUnityPlatformer.Character
lastActionUnityPlatformer.Character
lastFallDistanceUnityPlatformer.Character
lastJumpDistanceUnityPlatformer.Character
LatePlatformerUpdate(float delta)UnityPlatformer.StaticCharacterinlinevirtual
LeftFeetRay(float rayLength, Vector3 velocity)UnityPlatformer.RaycastControllerinline
liquidUnityPlatformer.Character
localCenterUnityPlatformer.RaycastController
maxClimbAngleUnityPlatformer.PlatformerCollider2D
maxDescendAngleUnityPlatformer.PlatformerCollider2D
meleeInProgressUnityPlatformer.Character
minDistanceToEnvUnityPlatformer.RaycastController
minTranslationUnityPlatformer.PlatformerCollider2D
minVelocityUnityPlatformer.Character
Move(Vector3 velocity, float delta)UnityPlatformer.PlatformerCollider2Dinline
movedLastFrameUnityPlatformer.Character
onAfterMoveUnityPlatformer.Character
onAreaChangeUnityPlatformer.Character
onBeforeMoveUnityPlatformer.Character
OnDeath()UnityPlatformer.StaticCharacterinlinevirtual
OnDisable()UnityPlatformer.Characterinlinevirtual
OnEnable()UnityPlatformer.Characterinlinevirtual
onInjuredCharacterUnityPlatformer.Character
onLandingUnityPlatformer.PlatformerCollider2D
onLeaveGroundUnityPlatformer.PlatformerCollider2D
onLeftWallUnityPlatformer.PlatformerCollider2D
onRightWallUnityPlatformer.PlatformerCollider2D
onStateChangeUnityPlatformer.Character
onTopUnityPlatformer.PlatformerCollider2D
platformUnityPlatformer.Character
PlatformerUpdate(float delta)UnityPlatformer.StaticCharacterinlinevirtual
Raycast(Vector2 origin, Vector2 direction, float rayLength, int mask, Color? color=null)UnityPlatformer.RaycastControllerinline
RayItr(ref RaycastHit2D hit, ref Vector3 velocity, int dir, int idx)UnityPlatformer.RaycastController
ResetFallingThroughPlatform()UnityPlatformer.PlatformerCollider2Dinline
RightFeetRay(float rayLength, Vector3 velocity)UnityPlatformer.RaycastControllerinline
ropeUnityPlatformer.Character
ropeIndexUnityPlatformer.Character
SetFacing(Facing f)UnityPlatformer.Characterinline
SetFacing(float x)UnityPlatformer.Characterinline
SetOverrideAnimation(string animation, bool freeze)UnityPlatformer.Characterinline
skinWidthUnityPlatformer.RaycastController
Start()UnityPlatformer.PlatformerCollider2Dinlinevirtual
stateUnityPlatformer.Character
StateChange(States before, States after)UnityPlatformer.Character
terminalVelocityUnityPlatformer.PlatformerCollider2D
trackUnityPlatformer.Character
turnAllowedUnityPlatformer.Character
UpdateInnerBounds()UnityPlatformer.RaycastControllerinline
UpdateRaycastOrigins()UnityPlatformer.RaycastControllerinline
useRigidbody2DUnityPlatformer.PlatformerCollider2D
velocityUnityPlatformer.Character
VerticalRay(float directionY, int index, float rayLength, ref Vector3 velocity, Color? c=null)UnityPlatformer.RaycastControllerinline
verticalRayCountUnityPlatformer.RaycastController
wallAngleUnityPlatformer.PlatformerCollider2D
worldVelocityUnityPlatformer.Character