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2D Platform Controller
v1.7.0
Autogenerated code documentation for the 2D Platform Controller.
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This enemy uses only the MoveInX and MoveInY methods of the character controller. It behaves much like Super Mario enemies in that it walks in a given direction unless it runs in to something in which case it turns around. More...
Inherits RaycastCharacterController, and IEnemy.
Public Member Functions | |
| void | Kill () |
| void | KillFromAbove (HitBox other, Collider me) |
| void | KillFromBelow (float force) |
Public Member Functions inherited from RaycastCharacterController | |
| delegate void | CharacterControllerEventDelegate (CharacterState state, CharacterState previousState) |
| void | SetDrag (float drag) |
| Sets the drag for the current frame. Use this to implement slippery or sticky platforms. More... | |
| void | Dismount (Ladder ladder) |
| Dismount the specified Ladder. This is used to stop autosticking to the same ladder you just dismounted. More... | |
| bool | Unparent (Platform platform) |
| Force the character to unparent from the given object. More... | |
| void | ForceSetCharacterState (CharacterState state) |
| Forces the state of the character to be the provided value. More... | |
| bool | IsGrounded (float offset, bool includeClimables=true) |
| Determines whether this character is grounded. More... | |
| void | SwitchColliders () |
| Switches the colliders direction. This is a default implementation a direction checker may choose to do something different. This is primarily for assymetrical characters. More... | |
| void | Stun (float stunTime) |
| Stuns the character so it cannot move for the specified time. The exact definition of "cannot move" depends on the stun settings. A stun animation event will also be sent. More... | |
| void | DoCrouch () |
Additional Inherited Members | |
Public Attributes inherited from RaycastCharacterController | |
| RaycastCollider[] | feetColliders |
| The feet colliders. These colliders push the characters upwards and also hnadle climbing. More... | |
| RaycastCollider[] | headColliders |
| The head colliders. These characters push the chraacter down when the head is hit. More... | |
| RaycastCollider[] | sides |
| The sides. These colliders push the character left and right when they hit obstacles. More... | |
| MovementDetails | movement |
| The movement details, controls how the chracter moves on the ground. More... | |
| JumpDetails | jump |
| The jump details. Controls how the character moves in the air. More... | |
| WallDetails | wall |
| The wall details. Controls how the character interacts with walls. More... | |
| SlopeDetails | slopes |
| The slopes details. Controls how the character handles sloped platforms. More... | |
| ClimbDetails | climbing |
| The climbing details. Controls how a chracter handles climbables like ropes and ladders. More... | |
| LedgeDetails | ledgeHanging |
| The ledge hanging details. Controls how a character handles ledges. More... | |
| CrouchDetails | crouch |
| The crouch details. Controls how a chracter handles crouching. More... | |
| StunType | stun |
| The type of stun to apply. More... | |
| int | backgroundLayer |
| The layer of normal objects that the chracter cannot pass through. More... | |
| int | passThroughLayer |
| The layer of object which the chracter can jump through but can not fall through. More... | |
| int | climableLayer |
| The layer of objects the character can climb. More... | |
| bool | controllerActive = true |
| Is the controller active. If this is false nothing will move. Use for cutscenes, static animations character death, pause, etc. More... | |
| bool | sendAnimationEventsEachFrame = false |
| If true the animation events will be sent constantly, if false (default) only changes of state will be sent. More... | |
| float | groundedLookAhead = 0.25f |
| How far to look ahead when considering if this character is grounded. More... | |
| float | maxSpeedForIdle = 0.1f |
| If the character is moving slower than this they will be considered idle. More... | |
| RaycastCharacterInput | characterInput |
| The character input that controls this character. More... | |
| DirectionChecker | directionChecker |
| Assign a direction checker if you want to do one of two things. 1) Determine the way the character is facing using a mechanism other than the default (for example based on mouse position) OR 2) Switch or change colliders based on the direction the character is facing (for example if you have an assymetrical character). More... | |
Static Public Attributes inherited from RaycastCharacterController | |
| static float | maxFrameTime = 0.033f |
| The maximum time a frame can take. Smaller values allow your character to move faster, larger values will tend to make lag less apparent. Static so it is the same across all components. WARNING: If this is too large your character can fall through the ground, or move through small platforms. More... | |
Protected Member Functions inherited from RaycastCharacterController | |
| void | UpdateAnimation () |
| Updates the animation state and sends an event. More... | |
| void | MoveInXDirection (bool grounded) |
| void | MoveInYDirection (bool grounded) |
Protected Attributes inherited from RaycastCharacterController | |
| float | frameTime |
| float | stunTimer |
Properties inherited from RaycastCharacterController | |
| bool | IsClimbingUpOrDown [get] |
| Gets a value indicating whether the cahracter is climbing up or down (as opposed to just holding on to a climbable). Value is undefined if StartedClimbing = false; More... | |
| Vector2 | Velocity [get, set] |
| Gets or sets the velocity. You can interact with this directly in order to create (for example) escalators or coveyer belts. More... | |
| bool | StartedClimbing [get] |
| Gets a value indicating whether this RaycastCharacterController has started climbing a climbable More... | |
| CharacterState | State [get, set] |
| Get the animation state of the character. You can use this for animation as an alternative to listening to events. More... | |
| Platform | MyParent [get] |
| Gets the parent platform More... | |
| float | FallThroughTimer [get, set] |
| Sets the fall through timer (used by passthrough platforms). More... | |
| int | CurrentDirection [get] |
| The current direction being faced. 0 = NONE, 1 = RIGHT -1 = LEFT. Uses a direction checker if one is assigned else the character will face the direction that is being held or the direction they are moving in. More... | |
| static float | FrameTime [get] |
| Gets the frame time. More... | |
| int | GroundedFeetCount [get] |
| Returns how many of the feet colliders are on the ground. You can use this to play a "teeter" animation. More... | |
| bool | IsLedgeHanging [get] |
| Gets a value indicating if the character is ledge hanging. More... | |
| RC_Direction | LedgeHangDirection [get] |
| Gets a value indicating the direciton the character is hanging. Value has no meaning if the character is not ledge hanging. More... | |
Events inherited from RaycastCharacterController | |
| CharacterControllerEventDelegate | CharacterAnimationEvent |
This enemy uses only the MoveInX and MoveInY methods of the character controller. It behaves much like Super Mario enemies in that it walks in a given direction unless it runs in to something in which case it turns around.
This class is a good example of how you can extend/modify the core controller to create enemy (or alternatively player) variations.