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Infinite Runner Engine
v2.1
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Extends playable character to implement the specific gameplay of the Dragon level More...
Public Attributes | |
| GameObject | Flame |
| the flame explosion triggered by the dragon at each jump More... | |
| GameObject | Explosion |
| the explosion that happens when the dragon hits the ground More... | |
| float | StartImmunityDuration =3.5f |
| the duration (in seconds) of the immunity at the start of each run More... | |
Public Attributes inherited from MoreMountains.InfiniteRunnerEngine.Flappy | |
| Vector3 | FlapForce |
| the force applied everytime the character flaps its wings More... | |
| float | CooldownBetweenFlaps = 0f |
| the minimum time (in seconds) allowed between two consecutive jumps 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... | |
| bool | Invincible => (Time.time - _awakeAt < InitialInvincibilityDuration) |
Protected Member Functions | |
| override void | Awake () |
| On awake, we initialize our stuff More... | |
| override void | Start () |
| On start, we make our dragon flicker More... | |
| override void | UpdateAllMecanimAnimators () |
| Updates all mecanim animators. More... | |
| override void | Update () |
| On update More... | |
Protected Member Functions inherited from MoreMountains.InfiniteRunnerEngine.Flappy | |
| override void | Awake () |
| On awake, we initialize our stuff, and make sure the rigidbody is kinematic. More... | |
| override void | Update () |
| On update More... | |
| override void | UpdateAllMecanimAnimators () |
| Updates all mecanim animators. More... | |
| virtual void | OnEnable () |
| virtual void | OnDisable () |
Protected Member Functions inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter | |
| 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 | 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 | |
| Animator | _flameAnimator |
| Animator | _explosionAnimator |
| CameraBehavior | _camera |
| Renderer | _renderer |
Protected Attributes inherited from MoreMountains.InfiniteRunnerEngine.Flappy | |
| bool | _jumping = false |
| float | _lastFlapTime |
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 Member Functions inherited from MoreMountains.InfiniteRunnerEngine.Flappy | |
| override void | MainActionStart () |
| What happens when the main action button button is pressed More... | |
| override void | MainActionEnd () |
| What happens when the main action button button is released More... | |
| virtual void | GameStart () |
| Triggered when the GameStart event is triggered More... | |
| virtual void | OnMMEvent (MMGameEvent gameEvent) |
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 | 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 | LeftStart () |
| What happens when the left button is pressed More... | |
| virtual void | LeftEnd () |
| What happens when the left button is released More... | |
| virtual void | LeftOngoing () |
| What happens when the left button is being pressed More... | |
| virtual void | RightStart () |
| What happens when the right button is pressed More... | |
| virtual void | RightEnd () |
| What happens when the right button is released More... | |
| virtual void | RightOngoing () |
| What happens when the right button is being pressed More... | |
Public Member Functions inherited from MoreMountains.Tools.MMEventListener< MMGameEvent > | |
| void | OnMMEvent (T eventType) |
Properties inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter | |
| float | DistanceToTheGround [get, protected set] |
| the distance between the character and the ground More... | |
Extends playable character to implement the specific gameplay of the Dragon level
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protectedvirtual |
On awake, we initialize our stuff
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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protectedvirtual |
On start, we make our dragon flicker
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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protectedvirtual |
On update
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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protectedvirtual |
Updates all mecanim animators.
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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protected |
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protected |
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protected |
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protected |
| GameObject MoreMountains.InfiniteRunnerEngine.Dragon.Explosion |
the explosion that happens when the dragon hits the ground
| GameObject MoreMountains.InfiniteRunnerEngine.Dragon.Flame |
the flame explosion triggered by the dragon at each jump
| float MoreMountains.InfiniteRunnerEngine.Dragon.StartImmunityDuration =3.5f |
the duration (in seconds) of the immunity at the start of each run