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

Add this class to a character and it'll allow it to move from left to right (or down/up, or back/forward) on the axis of your choice. More...

Inheritance diagram for MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement:
MoreMountains.InfiniteRunnerEngine.PlayableCharacter MoreMountains.InfiniteRunnerEngine.AlbatrossController

Public Types

enum  PossibleMovementAxis { X , Y , Z }
 the possible axis for your character to move on More...
 

Public Member Functions

override void LeftStart ()
 When the player presses left, we apply a negative movement More...
 
virtual void LeftButtonPressed ()
 
override void LeftEnd ()
 When the player stops pressing left, we reset our movement More...
 
override void RightStart ()
 When the player presses right, we apply a positive movement More...
 
virtual void RightButtonPressed ()
 
override void RightEnd ()
 When the player stops pressing right, we reset our movement More...
 
- 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 MainActionStart ()
 What happens when the main action button button is pressed More...
 
virtual void MainActionEnd ()
 What happens when the main action button button is released 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 LeftOngoing ()
 What happens when the left button is being pressed More...
 
virtual void RightOngoing ()
 What happens when the right button is being pressed More...
 

Public Attributes

PossibleMovementAxis MovementAxis
 the axis you want your character to move on More...
 
float MoveSpeed =5f
 the character's movement speed More...
 
float MovementInertia
 the movement inertia (the higher it is, the longer it takes for it to stop / change direction More...
 
bool ConstrainMovementToDeathBounds =true
 if true, the character will stop before reaching the level's death bounds 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 Start ()
 On start we set bounds and movement axis based on what's been set in the inspector More...
 
override void Update ()
 On update we just handle our character's movement More...
 
virtual void MoveCharacter ()
 Every frame, we move our character More...
 
- Protected Member Functions inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter
virtual void Awake ()
 Use this for initialization 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 UpdateAllMecanimAnimators ()
 Updates all mecanim animators. 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

float _movementLeft
 
float _movementRight
 
float _movement
 
float _currentMovement =0
 
Vector3 _newPosition
 
float _minBound
 
float _maxBound
 
float _boundsSecurity = 10f
 
Vector3 _movementAxis
 
- 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

Add this class to a character and it'll allow it to move from left to right (or down/up, or back/forward) on the axis of your choice.

Member Enumeration Documentation

◆ PossibleMovementAxis

the possible axis for your character to move on

Enumerator

Member Function Documentation

◆ LeftButtonPressed()

virtual void MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.LeftButtonPressed ( )
virtual

◆ LeftEnd()

override void MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.LeftEnd ( )
virtual

When the player stops pressing left, we reset our movement

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

◆ LeftStart()

override void MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.LeftStart ( )
virtual

When the player presses left, we apply a negative movement

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

◆ MoveCharacter()

virtual void MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.MoveCharacter ( )
protectedvirtual

Every frame, we move our character

◆ RightButtonPressed()

virtual void MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.RightButtonPressed ( )
virtual

◆ RightEnd()

override void MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.RightEnd ( )
virtual

When the player stops pressing right, we reset our movement

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

◆ RightStart()

override void MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.RightStart ( )
virtual

When the player presses right, we apply a positive movement

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

◆ Start()

override void MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.Start ( )
protectedvirtual

On start we set bounds and movement axis based on what's been set in the inspector

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

Reimplemented in MoreMountains.InfiniteRunnerEngine.AlbatrossController.

◆ Update()

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

On update we just handle our character's movement

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

Reimplemented in MoreMountains.InfiniteRunnerEngine.AlbatrossController.

Member Data Documentation

◆ _boundsSecurity

float MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement._boundsSecurity = 10f
protected

◆ _currentMovement

float MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement._currentMovement =0
protected

◆ _maxBound

float MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement._maxBound
protected

◆ _minBound

float MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement._minBound
protected

◆ _movement

float MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement._movement
protected

◆ _movementAxis

Vector3 MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement._movementAxis
protected

◆ _movementLeft

float MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement._movementLeft
protected

◆ _movementRight

float MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement._movementRight
protected

◆ _newPosition

Vector3 MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement._newPosition
protected

◆ ConstrainMovementToDeathBounds

bool MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.ConstrainMovementToDeathBounds =true

if true, the character will stop before reaching the level's death bounds

◆ MovementAxis

PossibleMovementAxis MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.MovementAxis

the axis you want your character to move on

◆ MovementInertia

float MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.MovementInertia

the movement inertia (the higher it is, the longer it takes for it to stop / change direction

◆ MoveSpeed

float MoreMountains.InfiniteRunnerEngine.FreeLeftToRightMovement.MoveSpeed =5f

the character's movement speed


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