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2D Platform Controller
v1.7.0
Autogenerated code documentation for the 2D Platform Controller.
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A simple mario like brick, showing how you can respond to hitting something with characters head. This brick wont break but will instead "bobble" when you hit it. It can optionally spawn an object like a coin. More...
Inherits Platform.
Public Member Functions | |
| override void | DoAction (RaycastCollider collider, RaycastCharacterController character) |
| This is called when a platform is hit. Override to implement platform behaviour. 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... | |
Public Attributes | |
| GameObject | spawnGameObject |
| The object activated on hit. More... | |
| Vector3 | spawnForce |
| If the object is a rigidbody we will add some force to the object to add a little juice. More... | |
| float | spawnActivateTime = 0.5f |
| How long after spawning should we wait before turning on physics. This delay gives object a chance to ensure its outside of the boundaries of the brick. More... | |
| Material | hitMaterial |
| Change the material to this after hit so we know the object has spawned. 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... | |
A simple mario like brick, showing how you can respond to hitting something with characters head. This brick wont break but will instead "bobble" when you hit it. It can optionally spawn an object like a coin.
When an enemy stands on the platform and it is hit from below the enemy will be killed.
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virtual |
This is called when a platform is hit. Override to implement platform behaviour.
| collider | The collider that did the hitting. |
| character | The character that did the hitting. |
Reimplemented from Platform.
| Material UnBreakableBrick.hitMaterial |
Change the material to this after hit so we know the object has spawned.
| float UnBreakableBrick.spawnActivateTime = 0.5f |
How long after spawning should we wait before turning on physics. This delay gives object a chance to ensure its outside of the boundaries of the brick.
| Vector3 UnBreakableBrick.spawnForce |
If the object is a rigidbody we will add some force to the object to add a little juice.
| GameObject UnBreakableBrick.spawnGameObject |
The object activated on hit.