The character controller for the main character in the Flight of the Albatross demo scene.
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| override void | Start () |
| | On Start, we get a random variation for the albatross movement.
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| override void | Update () |
| | On update we just handle our character's movement.
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| virtual void | HandleAlbatrossMovement () |
| | Handles the albatross movement.
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| override void | Start () |
| | On start we set bounds and movement axis based on what's been set in the inspector.
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| override void | Update () |
| | On update we just handle our character's movement.
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| virtual void | MoveCharacter () |
| | Every frame, we move our character.
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| virtual void | Awake () |
| | Use this for initialization.
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| virtual void | Initialize () |
| | This method initializes all essential elements.
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| virtual void | ComputeDistanceToTheGround () |
| | Determines the distance between the Jumper and the ground.
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| virtual bool | DetermineIfGroudedConditionsAreMet () |
| | Determines if grouded conditions are met.
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| virtual void | CheckDeathConditions () |
| | Checks the death conditions.
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| virtual Bounds | GetPlayableCharacterBounds () |
| | Gets the playable character bounds.
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| virtual void | UpdateAnimator () |
| | This is called at Update() and sets each of the animators parameters to their corresponding State values.
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| virtual void | UpdateAllMecanimAnimators () |
| | Updates all mecanim animators.
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| virtual void | ResetPosition () |
| | Called on update, tries to return the object to its initial position.
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| virtual void | OnCollisionEnter2D (Collision2D collidingObject) |
| | Handles enter collision with 2D colliders.
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| virtual void | OnCollisionExit2D (Collision2D collidingObject) |
| | Handles exit collision with 2D colliders.
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| virtual void | OnCollisionEnter (Collision collidingObject) |
| | Handles enter collision with 3D colliders.
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| virtual void | OnCollisionExit (Collision collidingObject) |
| | Handles exit collision with 3D colliders.
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| virtual void | OnTriggerEnter2D (Collider2D collidingObject) |
| | Handles enter collision with 2D triggers.
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| virtual void | OnTriggerExit2D (Collider2D collidingObject) |
| | Handles enter collision with 2D triggers.
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| virtual void | OnTriggerEnter (Collider collidingObject) |
| | Handles enter collision with 2D triggers.
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| virtual void | OnTriggerExit (Collider collidingObject) |
| | Handles enter collision with 2D triggers.
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| virtual void | CollisionEnter (GameObject collidingObject) |
| | Override this to define what happens when your playable character enters something.
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| virtual void | CollisionExit (GameObject collidingObject) |
| | Override this to define what happens when your playable character exits something.
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| virtual void | TriggerEnter (GameObject collidingObject) |
| | Override this to define what happens when your playable character enters a trigger.
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| virtual void | TriggerExit (GameObject collidingObject) |
| | Override this to define what happens when your playable character exits a trigger.
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| enum | PossibleMovementAxis { X
, Y
, Z
} |
| | the possible axis for your character to move on More...
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| override void | LeftStart () |
| | When the player presses left, we apply a negative movement.
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| virtual void | LeftButtonPressed () |
| override void | LeftEnd () |
| | When the player stops pressing left, we reset our movement.
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| override void | RightStart () |
| | When the player presses right, we apply a positive movement.
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| virtual void | RightButtonPressed () |
| override void | RightEnd () |
| | When the player stops pressing right, we reset our movement.
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| virtual void | SetInitialPosition (Vector3 initialPosition) |
| | Use this to define the initial position of the agent. Used mainly for reset position purposes.
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| virtual void | Disable () |
| | Disables the playable character.
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| virtual void | Die () |
| | What happens when the object gets killed.
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| virtual void | DisableCollisions () |
| | Disables the collisions.
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| virtual void | EnableCollisions () |
| | Enables the collisions.
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| virtual void | MainActionStart () |
| | What happens when the main action button button is pressed.
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| virtual void | MainActionEnd () |
| | What happens when the main action button button is released.
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| virtual void | MainActionOngoing () |
| | What happens when the main action button button is being pressed.
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| virtual void | DownStart () |
| | What happens when the down button is pressed.
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| virtual void | DownEnd () |
| | What happens when the down button is released.
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| virtual void | DownOngoing () |
| | What happens when the down button is being pressed.
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| virtual void | UpStart () |
| | What happens when the up button is pressed.
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| virtual void | UpEnd () |
| | What happens when the up button is released.
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| virtual void | UpOngoing () |
| | What happens when the up button is being pressed.
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| virtual void | LeftOngoing () |
| | What happens when the left button is being pressed.
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| virtual void | RightOngoing () |
| | What happens when the right button is being pressed.
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| float | DistanceToTheGround [get, protected set] |
| | the distance between the character and the ground
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| bool | Invincible [get] |
The character controller for the main character in the Flight of the Albatross demo scene.