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

Extends playable character to mimic a gameplay as found in games like Flappy Bird. More...

Inheritance diagram for MoreMountains.InfiniteRunnerEngine.Flappy:
MoreMountains.InfiniteRunnerEngine.PlayableCharacter MoreMountains.Tools.MMEventListener< MMGameEvent > MoreMountains.InfiniteRunnerEngine.Dragon

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]
 

Detailed Description

Extends playable character to mimic a gameplay as found in games like Flappy Bird.

Member Function Documentation

◆ Awake()

override void MoreMountains.InfiniteRunnerEngine.Flappy.Awake ( )
protectedvirtual

On awake, we initialize our stuff, and make sure the rigidbody is kinematic.

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

◆ GameStart()

virtual void MoreMountains.InfiniteRunnerEngine.Flappy.GameStart ( )
virtual

Triggered when the GameStart event is triggered

◆ MainActionEnd()

override void MoreMountains.InfiniteRunnerEngine.Flappy.MainActionEnd ( )
virtual

What happens when the main action button button is released

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

◆ MainActionStart()

override void MoreMountains.InfiniteRunnerEngine.Flappy.MainActionStart ( )
virtual

What happens when the main action button button is pressed

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

◆ OnDisable()

virtual void MoreMountains.InfiniteRunnerEngine.Flappy.OnDisable ( )
protectedvirtual

◆ OnEnable()

virtual void MoreMountains.InfiniteRunnerEngine.Flappy.OnEnable ( )
protectedvirtual

◆ OnMMEvent()

virtual void MoreMountains.InfiniteRunnerEngine.Flappy.OnMMEvent ( MMGameEvent  gameEvent)
virtual

◆ Update()

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

◆ UpdateAllMecanimAnimators()

override void MoreMountains.InfiniteRunnerEngine.Flappy.UpdateAllMecanimAnimators ( )
protectedvirtual

Updates all mecanim animators.

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

Member Data Documentation

◆ _jumping

bool MoreMountains.InfiniteRunnerEngine.Flappy._jumping = false
protected

◆ _lastFlapTime

float MoreMountains.InfiniteRunnerEngine.Flappy._lastFlapTime
protected

◆ CooldownBetweenFlaps

float MoreMountains.InfiniteRunnerEngine.Flappy.CooldownBetweenFlaps = 0f

the minimum time (in seconds) allowed between two consecutive jumps

◆ FlapForce

Vector3 MoreMountains.InfiniteRunnerEngine.Flappy.FlapForce

the force applied everytime the character flaps its wings


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