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2D Platform Controller
v1.7.0
Autogenerated code documentation for the 2D Platform Controller.
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An enemy AI which tries to follow the player. Its built using the hack until it works philosophy of AI design, so the code might be a little hard to follow. Currently it doesn't cater for sense distance nor do path finding. Specifically it doesn't plan a route to a player it just tries to get on to higher platforms if the player is higher and lower platforms if the player is lower. More...
Inherits RaycastCharacterInput, and IEnemy.
Public Member Functions | |
| void | Kill () |
| void | KillFromAbove (HitBox other, Collider me) |
| void | KillFromBelow (float force) |
Public Member Functions inherited from RaycastCharacterInput | |
| virtual void | CancelJump () |
| Stop jump from happening, useful for platforms that don't let you jump (or special jump behaviour). More... | |
Public Attributes | |
| BoxCollider[] | geometry |
| RaycastCharacterController | me |
| float | xDelta = 0.5f |
| float | yDelta = 0.25f |
| float | jumpHeight |
| float | jumpDistance |
| float | decideTime = 0.5f |
| RaycastCharacterController | targetController |
Additional Inherited Members | |
Properties inherited from RaycastCharacterInput | |
| virtual float | x [get, set] |
| The x movement. Use 1.0f or -1.0f to run. Smaller values to walk. More... | |
| virtual float | y [get, set] |
| The y movement. 1.0f = up, -1.0f = down. More... | |
| virtual bool | jumpButtonHeld [get, set] |
| Is the jump button being held down. More... | |
| virtual bool | jumpButtonDown [get, set] |
| Was the jump button pressed this frame. More... | |
An enemy AI which tries to follow the player. Its built using the hack until it works philosophy of AI design, so the code might be a little hard to follow. Currently it doesn't cater for sense distance nor do path finding. Specifically it doesn't plan a route to a player it just tries to get on to higher platforms if the player is higher and lower platforms if the player is lower.
It takes a map of the level geometry (expected to be box colliders) and will only consider geometry added to its list. YOu can use this to somewhat restrict the places it will move to (by only including a subset of level geometry).