2D Platform Controller  v1.7.0
Autogenerated code documentation for the 2D Platform Controller.
 All Classes Functions Variables Properties
RespawnPoint Class Reference

Respawn point, platform implementation. More...

Inherits Platform.

Public Member Functions

override void DoAction (RaycastCollider collider, RaycastCharacterController character)
 Stand on a respawn point to activate it. You could play a particle effect of something here. 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...
 

Static Public Member Functions

static void Respawn (RaycastCharacterController character)
 Respawn the character at the given point. More...
 

Public Attributes

Vector3 respawnPositionOffset
 You might want to spawn in a different position to the platform, for example slightly above it. Use this for that. More...
 

Static Protected Attributes

static RespawnPoint currentRespawnPoint
 The current respawn point. This only supports one character for multiple characters you could store the reapwn point on the character or use a Dictionary that maps characters to respawn points. 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 point, platform implementation.

Member Function Documentation

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

Stand on a respawn point to activate it. You could play a particle effect of something here.

Reimplemented from Platform.

static void RespawnPoint.Respawn ( RaycastCharacterController  character)
static

Respawn the character at the given point.

Member Data Documentation

RespawnPoint RespawnPoint.currentRespawnPoint
staticprotected

The current respawn point. This only supports one character for multiple characters you could store the reapwn point on the character or use a Dictionary that maps characters to respawn points.

Vector3 RespawnPoint.respawnPositionOffset

You might want to spawn in a different position to the platform, for example slightly above it. Use this for that.


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