2D Platform Controller  v1.7.0
Autogenerated code documentation for the 2D Platform Controller.
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KillBox Class Reference

Respawn the player when they touch this. Its a pretty simple implementation. In a real game you probably wont to invoke a death method which does all the things required for death (lives, scores, effects, sounds, etc) More...

Inherits Platform.

Public Member Functions

override void DoAction (RaycastCollider collider, RaycastCharacterController character)
 Trigger the respawn. More...
 
- Public Member Functions inherited from Platform
virtual Transform ParentOnStand (RaycastCharacterController character)
 Does this platform want to have this platform become the characters parent. Used for moving platforms. More...
 
virtual CharacterState GetAnimationState (RaycastCharacterController character)
 Gets the animation for the character. Only called if you have set overrideAnimation to true. More...
 

Additional Inherited Members

- Protected Member Functions inherited from Platform
virtual void DoStart ()
 Override and add custom initialisation here. More...
 
virtual void Move ()
 Override with custom move code. More...
 
virtual void DoUpdate ()
 Override with custom update code here. More...
 
- Properties inherited from Platform
Vector3 velocity [get, set]
 
Transform myTransform [get, set]
 
virtual bool overrideX [get]
 If you override and return true for this, your platform will stop the character moving in the x direction. Instead you will need to the move the character from your platform code. See the ropes classes as an example. More...
 
virtual bool overrideY [get]
 If you override and return true for this, your platform will stop the character moving in the y direction. Instead you will need to the move the character from your platform code. See the ropes classes as an example. More...
 
virtual bool overrideAnimation [get]
 If you override and return true for this, your platform will stop the character moving in the x direction. instead you will need to the move character. See the ropes classes as an example. More...
 

Detailed Description

Respawn the player when they touch this. Its a pretty simple implementation. In a real game you probably wont to invoke a death method which does all the things required for death (lives, scores, effects, sounds, etc)

Member Function Documentation

override void KillBox.DoAction ( RaycastCollider  collider,
RaycastCharacterController  character 
)
virtual

Trigger the respawn.

Reimplemented from Platform.


The documentation for this class was generated from the following file: