Infinite Runner Engine v1.9
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Extends playable character to mimic a gameplay as found in games like Flappy Bird. More...
Public Member Functions | |
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) |
Public Attributes | |
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... | |
Protected Member Functions | |
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 | Start () |
On start - Override this if needed 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 | 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 | |
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 | |
Properties inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter | |
float | DistanceToTheGround [getprotected set] |
the distance between the character and the ground More... | |
bool | Invincible [get] |
Extends playable character to mimic a gameplay as found in games like Flappy Bird.
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protectedvirtual |
On awake, we initialize our stuff, and make sure the rigidbody is kinematic.
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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virtual |
Triggered when the GameStart event is triggered
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virtual |
What happens when the main action button button is released
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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virtual |
What happens when the main action button button is pressed
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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protectedvirtual |
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protectedvirtual |
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virtual |
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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 |
float MoreMountains.InfiniteRunnerEngine.Flappy.CooldownBetweenFlaps = 0f |
the minimum time (in seconds) allowed between two consecutive jumps
Vector3 MoreMountains.InfiniteRunnerEngine.Flappy.FlapForce |
the force applied everytime the character flaps its wings