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override void | OnDeath () |
| Listen death event More...
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override void | PlatformerUpdate (float delta) |
| just do nothing! More...
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override void | LatePlatformerUpdate (float delta) |
| just do nothing! More...
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delegate void | AreaChange (Areas before, Areas after) |
| Area change callback type More...
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delegate void | InjuredCharacter (Damage dt, CharacterHealth to, Character character) |
| Character is Injured callback type More...
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delegate void | StateChange (States before, States after) |
| State change event callback type More...
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delegate void | CharacterMove (Character character, float delta) |
| Character move callback type More...
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virtual void | Awake () |
| This method precalculate some vars, but those value could change. This need to be refactored. Maybe setters are the appropiate method to refactor this. More...
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T | GetAction< T > () |
| Get CharacterAction by type More...
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bool | IsOnState (States _state) |
| Return if the Character is on given state More...
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bool | IsOnAnyState (States _state) |
| Return if the Character is on any of the given states More...
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bool | IsOnArea (Areas _area) |
| Return if the Character is on given area More...
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void | EnterStateGraceful (States a) |
| EnterState if it's not already in it It a safe mechanism to not trigger the change More...
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void | ExitStateGraceful (States a) |
| EnterState if it's not already in it It a safe mechanism to not trigger the change More...
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void | EnterState (States a, bool privcall=false) |
| Notify that Character enter a new state. There are incompatible states, like jumping and falling, You don't need to handle those manually, we will exit any state needed here. More...
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void | ExitState (States a, bool privcall=false) |
| Notify that Character enter a new state. There are incompatible states, like jumping and falling, You don't need to handle those manually, we will exit any state needed here. More...
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void | EnterArea (Areas a) |
| Character enter given area More...
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void | ExitArea (Areas a) |
| Character exit given area More...
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override void | OnEnable () |
| sync UpdateManager More...
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virtual void | OnDisable () |
| sync UpdateManager More...
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void | SetOverrideAnimation (string animation, bool freeze) |
| Override current animation with the one given. The animation will be entirely played, then it will ClearOverrideAnimation More...
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void | ClearOverrideAnimation () |
| nullify forceAnimation. to be used with UpdateManager.SetTimeout More...
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bool | IsGroundOnLeft (float rayLengthFactor, float delta, Vector3? vel=null) |
| Tell you if there is something on the left side NOTE ray origin is raycastOrigins.bottomLeft More...
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bool | IsGroundOnRight (float rayLengthFactor, float delta, Vector3? vel=null) |
| Tell you if there is something on the right side NOTE ray origin is raycastOrigins.bottomRight More...
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void | SetFacing (Facing f) |
| Set faceDir manualy More...
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void | SetFacing (float x) |
| Based on 'horizontal movement' More...
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bool | IsBox (Directions dir) |
| Is there a box on given direction? More...
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Box | GetLowestBox (Directions dir) |
| Get the lowest box (the one Character Pull/Push) More...
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override void | Start () |
| Initialization More...
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override void | OnEnable () |
| More Initialization More...
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bool | IsMovingAgainstGravity (ref Vector3 velocity) |
| Is character move against gravity More...
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bool | IsDirectionBelow (int dir) |
| Returns if gravity has the same direction as dir More...
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bool | IsDirectionAbove (int dir) |
| Returns if gravity has the opposite direction as dir More...
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Vector3 | Move (Vector3 velocity, float delta) |
| Attempt to move the character to current position + velocity. More...
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void | DisableSlopes (float resetDelay=0.5f) |
| Disable slopes, so no more ClimbSlope/DescendSlope More...
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void | EnableSlopes () |
| same as: 'enableSlopes=true' to be used with: UpdateManager.SetTimeout More...
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void | FallThroughPlatform (float resetDelay=0.5f) |
| fallingThroughPlatform = true during resetDelay time More...
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void | ResetFallingThroughPlatform () |
| same as: 'fallingThroughPlatform=false' to be used with: UpdateManager.SetTimeout More...
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void | EnableLeaveGround (float resetDelay=0.5f) |
| leavingGround = true during resetDelay time More...
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void | DisableLeaveGround () |
| same as: 'leavingGround=false' to be used with: UpdateManager.SetTimeout More...
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bool | IsOnGround (int graceFrames=0) |
| Collider is/was on ground. More...
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Vector3 | GetDownSlopeDir () |
| Vector pointing were to descend / slip More...
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void | ConsolidateCollisions () |
| After all work, notify changes More...
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void | UpdateInnerBounds () |
| Recalculate shrinked the bounds More...
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void | UpdateRaycastOrigins () |
| Recalculate raycastOrigins More...
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void | CalculateRaySpacing () |
| Recalculate distance between rays (horizontalRaySpacing & verticalRaySpacing) More...
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RaycastHit2D | Raycast (Vector2 origin, Vector2 direction, float rayLength, int mask, Color? color=null) |
| Call Physics2D.Raycast and Draw the ray to debug More...
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RaycastHit2D | VerticalRay (float directionY, int index, float rayLength, ref Vector3 velocity, Color? c=null) |
| Return RaycastHit2D of Raycasting at given index More...
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RaycastHit2D | FeetRay (float rayLength, LayerMask mask) |
| Return RaycastHit2D of Raycasting at bottom center. More...
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delegate void | RayItr (ref RaycastHit2D hit, ref Vector3 velocity, int dir, int idx) |
| Callback for iterate rays More...
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void | ForeachRightRay (float rayLength, ref Vector3 velocity, RayItr itr) |
| Iterate over all right/horizontal rays More...
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void | ForeachLeftRay (float rayLength, ref Vector3 velocity, RayItr itr) |
| Iterate over all left/horizontal rays More...
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void | ForeachHeadRay (float rayLength, ref Vector3 velocity, RayItr itr, bool checkGravitySwap=true) |
| Iterate over all head/vertical rays More...
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void | ForeachFeetRay (float rayLength, ref Vector3 velocity, RayItr itr, bool checkGravitySwap=true) |
| Iterate over all feet/vertical rays More...
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Vector2 | GetDownVector () |
| Return gravity aware down Vector2 More...
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Vector3 | GetBottomLeft () |
| Return gravity aware bottom left More...
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Vector3 | GetBottomRight () |
| Return gravity aware bottom right More...
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RaycastHit2D | LeftFeetRay (float rayLength, Vector3 velocity) |
| Return RaycastHit2D of Raycasting at bottom left. More...
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RaycastHit2D | RightFeetRay (float rayLength, Vector3 velocity) |
| Return RaycastHit2D of Raycasting at bottom right. More...
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static bool | BitOn (int a, int b) |
| shortcut: Is a bit on More...
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float | fallingTime = 0.1f |
| Delay before enter States.Falling. More...
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float | groundGraceTime = 0.05f |
| Delay before exit States.OnGround. More...
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float | minVelocity = 0.05f |
| Minimum velocity. This is not a magnitude. More...
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AreaChange | onAreaChange |
| Area change event (enter or leave) More...
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InjuredCharacter | onInjuredCharacter |
| Character is Injured More...
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StateChange | onStateChange |
| State change event (enter or leave) More...
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CharacterMove | onBeforeMove |
| Before character move event More...
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CharacterMove | onAfterMove |
| After character move event More...
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List< CharacterAction > | actions = new List<CharacterAction>() |
| List of enabled actions More...
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Facing | faceDir |
| Where is facing More...
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bool | turnAllowed = true |
| faceDir change is allowed?
This is used at melee attack so when you start an attack character don't turn and attack both sides at the same time. More...
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States | state = States.None |
| Current states More...
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Areas | area = Areas.None |
| Current areas More...
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Fence | fence |
| Current fence More...
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Ladder | ladder |
| Current ladder More...
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Ladder | ladderBottom |
| Ladder at Character feet More...
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Liquid | liquid |
| Current liquid More...
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Item | item |
| Current reachable item More...
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Grab | grab |
| Current Grab area More...
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Rope | rope |
| Current Rope More...
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int | ropeIndex = -1 |
| Current RopeSection index More...
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TrackData | track |
| Current Track More...
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MovingPlatform | platform |
| Current MovingPlatform More...
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Vector3 | velocity = Vector3.zero |
| character velocity More...
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Vector3 | worldVelocity = Vector3.zero |
| World velocity: wind, Track... More...
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Vector3 | movedLastFrame = Vector3.zero |
| Amount moved in the last PlatformerUpdate More...
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CharacterHealth | health |
| Cache CharacterHealth More...
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HitBox | enterAreas |
| Cache HitBox More...
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CharacterAnimator | animator |
| Cache CharacterAnimator More...
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string | forceAnimation |
| Force to play this animation More...
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float | frozen = -1f |
| Do not execute any Action, Character still moves, so set velocity to Vector3.zero if necesarry More...
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Bounds | colBounds |
| Collision bound More...
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CharacterAction | lastAction |
| last active action More...
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CharacterAction | meleeInProgress |
| Melee attack in progress More...
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Vector2 | gravityOverride = Vector2.zero |
| Override Configuration.gravity More...
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Vector2 | terminalVelocity = new Vector2(50, 25) |
| Terminal velocity: maximum velocity that the PlatformerCollider2D could have. More...
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float | maxClimbAngle = 45.0f |
| Maximum angle the collider can walk-up More...
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float | maxDescendAngle = 45.0f |
| Maximum angle the collider can walk-down More...
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float | wallAngle = 89.9f |
| Greater than wallAngle will be considered a Wall, not a slope More...
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bool | enableSlopes = true |
| Enable slopes More...
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float | minTranslation = 0.01f |
| Prevent unwanted micro changes in orientation/falling. More...
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bool | useRigidbody2D = false |
| This is experimental staff, If we use RigidBody2D we are sure to never enter another object by accident and we handle less collisions but has many drawbacks, that can't be solved atm, like OneWayPlatforms More...
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Action | onRightWall |
| Collider hit a wall on right side More...
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Action | onLeftWall |
| Collider hit a wall on left side More...
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Action | onLanding |
| Collider hit the ground More...
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Action | onLeaveGround |
| Collider leave ground More...
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Action | onTop |
| Collider hit something with the 'Head' More...
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bool | debug = false |
| Enable drawing debug information, this has performance impact More...
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LayerMask | collisionMask |
| Static geometry mask More...
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float | minDistanceToEnv = 0.1f |
| How far from then env the Character must be. More...
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float | skinWidth = 0.2f |
| Defines how far in from the edges of the collider rays are we going to cast from. More...
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int | horizontalRayCount = 4 |
| How many rays to check horizontal collisions More...
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int | verticalRayCount = 4 |
| How many rays to check vertical collisions More...
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float | height |
| Collider real height More...
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Vector3 | localCenter |
| Collider center in local space More...
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Vector2 | lastJumpDistance [get] |
| Last jump distance More...
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Vector2 | lastFallDistance [get] |
| Last fall distance More...
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Vector2 | head [get] |
| Character head position More...
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Vector2 | feet [get] |
| Character feet position More...
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Vector2 | gravity [get] |
| Retrievethe real gravity for this Collider More...
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Vector3 | center [get] |
| Collider center in world space More...
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Static Character This is a nice hack for breackable ropes. Just disable all 'Action' logic