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| override void | Awake () |
| | On awake, we initialize our stuff.
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| override void | Start () |
| | On start, we make our dragon flicker.
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| override void | UpdateAllMecanimAnimators () |
| | Updates all mecanim animators.
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| override void | Update () |
| | On update.
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| override void | Awake () |
| | On awake, we initialize our stuff, and make sure the rigidbody is kinematic.
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| override void | Update () |
| | On update.
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| override void | UpdateAllMecanimAnimators () |
| | Updates all mecanim animators.
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| virtual void | OnEnable () |
| virtual void | OnDisable () |
| 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 | 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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| override void | MainActionStart () |
| | What happens when the main action button button is pressed.
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| override void | MainActionEnd () |
| | What happens when the main action button button is released.
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| virtual void | GameStart () |
| | Triggered when the GameStart event is triggered.
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| virtual void | OnMMEvent (MMGameEvent gameEvent) |
| 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 | 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 | LeftStart () |
| | What happens when the left button is pressed.
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| virtual void | LeftEnd () |
| | What happens when the left button is released.
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| virtual void | LeftOngoing () |
| | What happens when the left button is being pressed.
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| virtual void | RightStart () |
| | What happens when the right button is pressed.
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| virtual void | RightEnd () |
| | What happens when the right button is released.
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| virtual void | RightOngoing () |
| | What happens when the right button is being pressed.
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| void | OnMMEvent (T eventType) |
| float | DistanceToTheGround [get, protected set] |
| | the distance between the character and the ground
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| bool | Invincible [get] |
Extends playable character to implement the specific gameplay of the Dragon level.