Infinite Runner Engine v1.9
Public Attributes | Protected Member Functions | Protected Attributes | List of all members
MoreMountains.InfiniteRunnerEngine.AlbatrossController Class Reference

The character controller for the main character in the Flight of the Albatross demo scene More...

Inheritance diagram for MoreMountains.InfiniteRunnerEngine.AlbatrossController:
MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement MoreMountains.InfiniteRunnerEngine.PlayableCharacter

Public Attributes

GameObject AlbatrossBody
 the gameobject containing the albatross model, used for rotation without affecting the boxcollider More...
 
float MaximumAlbatrossRotation = 45f
 the maximum angle, in degrees, at which the albatross can rotate More...
 
- Public Attributes inherited from MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement
PossibleMovementAxis MovementAxis
 the axis you want your character to move on More...
 
float MoveSpeed =5f
 the character's movement speed More...
 
float MovementInertia
 the movement inertia (the higher it is, the longer it takes for it to stop / change direction More...
 
bool ConstrainMovementToDeathBounds =true
 if true, the character will stop before reaching the level's death bounds More...
 
- Public Attributes inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter
bool UseDefaultMecanim =true
 should we use the default mecanim ? More...
 
bool ShouldResetPosition = true
 returns true if the character is currently grounded More...
 
float ResetPositionSpeed = 0.5f
 
float GroundDistanceTolerance = 0.05f
 the distance tolerance at which a character is considered grounded More...
 
float InitialInvincibilityDuration = 3f
 the duration (in seconds) of invincibility on spawn More...
 

Protected Member Functions

override void Start ()
 On Start, we get a random variation for the albatross movement More...
 
override void Update ()
 On update we just handle our character's movement More...
 
virtual void HandleAlbatrossMovement ()
 Handles the albatross movement. More...
 
- Protected Member Functions inherited from MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement
virtual void MoveCharacter ()
 Every frame, we move our character More...
 
- Protected Member Functions inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter
virtual void Awake ()
 Use this for initialization More...
 
virtual void Initialize ()
 This method initializes all essential elements More...
 
virtual void ComputeDistanceToTheGround ()
 Determines the distance between the Jumper and the ground More...
 
virtual bool DetermineIfGroudedConditionsAreMet ()
 Determines if grouded conditions are met. More...
 
virtual void CheckDeathConditions ()
 Checks the death conditions. More...
 
virtual Bounds GetPlayableCharacterBounds ()
 Gets the playable character bounds. More...
 
virtual void UpdateAnimator ()
 This is called at Update() and sets each of the animators parameters to their corresponding State values More...
 
virtual void UpdateAllMecanimAnimators ()
 Updates all mecanim animators. More...
 
virtual void ResetPosition ()
 Called on update, tries to return the object to its initial position More...
 
virtual void OnCollisionEnter2D (Collision2D collidingObject)
 Handles enter collision with 2D colliders More...
 
virtual void OnCollisionExit2D (Collision2D collidingObject)
 Handles exit collision with 2D colliders More...
 
virtual void OnCollisionEnter (Collision collidingObject)
 Handles enter collision with 3D colliders More...
 
virtual void OnCollisionExit (Collision collidingObject)
 Handles exit collision with 3D colliders More...
 
virtual void OnTriggerEnter2D (Collider2D collidingObject)
 Handles enter collision with 2D triggers More...
 
virtual void OnTriggerExit2D (Collider2D collidingObject)
 Handles enter collision with 2D triggers More...
 
virtual void OnTriggerEnter (Collider collidingObject)
 Handles enter collision with 2D triggers More...
 
virtual void OnTriggerExit (Collider collidingObject)
 Handles enter collision with 2D triggers More...
 
virtual void CollisionEnter (GameObject collidingObject)
 Override this to define what happens when your playable character enters something More...
 
virtual void CollisionExit (GameObject collidingObject)
 Override this to define what happens when your playable character exits something More...
 
virtual void TriggerEnter (GameObject collidingObject)
 Override this to define what happens when your playable character enters a trigger More...
 
virtual void TriggerExit (GameObject collidingObject)
 Override this to define what happens when your playable character exits a trigger More...
 

Protected Attributes

float Frequency =2f
 the frequency at which the albatross completes a low/high/low cycle More...
 
Vector3 _originalPosition
 
float _randomVariation
 
- Protected Attributes inherited from MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement
float _movementLeft
 
float _movementRight
 
float _movement
 
float _currentMovement =0
 
Vector3 _newPosition
 
float _minBound
 
float _maxBound
 
float _boundsSecurity = 10f
 
Vector3 _movementAxis
 
- Protected Attributes inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter
Vector3 _initialPosition
 
bool _grounded
 
MMRigidbodyInterface _rigidbodyInterface
 
Animator _animator
 
float _distanceToTheGroundRaycastLength =50f
 
GameObject _ground
 
LayerMask _collisionMaskSave
 
float _awakeAt
 
Vector3 _raycastLeftOrigin
 
Vector3 _raycastRightOrigin
 

Additional Inherited Members

- Public Types inherited from MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement
enum  PossibleMovementAxis { X , Y , Z }
 the possible axis for your character to move on More...
 
- Public Member Functions inherited from MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement
override void LeftStart ()
 When the player presses left, we apply a negative movement More...
 
virtual void LeftButtonPressed ()
 
override void LeftEnd ()
 When the player stops pressing left, we reset our movement More...
 
override void RightStart ()
 When the player presses right, we apply a positive movement More...
 
virtual void RightButtonPressed ()
 
override void RightEnd ()
 When the player stops pressing right, we reset our movement More...
 
- Public Member Functions inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter
virtual void SetInitialPosition (Vector3 initialPosition)
 Use this to define the initial position of the agent. Used mainly for reset position purposes More...
 
virtual void Disable ()
 Disables the playable character More...
 
virtual void Die ()
 What happens when the object gets killed More...
 
virtual void DisableCollisions ()
 Disables the collisions. More...
 
virtual void EnableCollisions ()
 Enables the collisions. More...
 
virtual void MainActionStart ()
 What happens when the main action button button is pressed More...
 
virtual void MainActionEnd ()
 What happens when the main action button button is released More...
 
virtual void MainActionOngoing ()
 What happens when the main action button button is being pressed More...
 
virtual void DownStart ()
 What happens when the down button is pressed More...
 
virtual void DownEnd ()
 What happens when the down button is released More...
 
virtual void DownOngoing ()
 What happens when the down button is being pressed More...
 
virtual void UpStart ()
 What happens when the up button is pressed More...
 
virtual void UpEnd ()
 What happens when the up button is released More...
 
virtual void UpOngoing ()
 What happens when the up button is being pressed More...
 
virtual void LeftOngoing ()
 What happens when the left button is being pressed More...
 
virtual void RightOngoing ()
 What happens when the right button is being pressed More...
 
- Properties inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter
float DistanceToTheGround [getprotected set]
 the distance between the character and the ground More...
 
bool Invincible [get]
 

Detailed Description

The character controller for the main character in the Flight of the Albatross demo scene

Member Function Documentation

◆ HandleAlbatrossMovement()

virtual void MoreMountains.InfiniteRunnerEngine.AlbatrossController.HandleAlbatrossMovement ( )
protectedvirtual

Handles the albatross movement.

◆ Start()

override void MoreMountains.InfiniteRunnerEngine.AlbatrossController.Start ( )
protectedvirtual

On Start, we get a random variation for the albatross movement

Reimplemented from MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.

◆ Update()

override void MoreMountains.InfiniteRunnerEngine.AlbatrossController.Update ( )
protectedvirtual

On update we just handle our character's movement

Reimplemented from MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.

Member Data Documentation

◆ _originalPosition

Vector3 MoreMountains.InfiniteRunnerEngine.AlbatrossController._originalPosition
protected

◆ _randomVariation

float MoreMountains.InfiniteRunnerEngine.AlbatrossController._randomVariation
protected

◆ AlbatrossBody

GameObject MoreMountains.InfiniteRunnerEngine.AlbatrossController.AlbatrossBody

the gameobject containing the albatross model, used for rotation without affecting the boxcollider

◆ Frequency

float MoreMountains.InfiniteRunnerEngine.AlbatrossController.Frequency =2f
protected

the frequency at which the albatross completes a low/high/low cycle

◆ MaximumAlbatrossRotation

float MoreMountains.InfiniteRunnerEngine.AlbatrossController.MaximumAlbatrossRotation = 45f

the maximum angle, in degrees, at which the albatross can rotate


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