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Infinite Runner Engine
v2.1
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Public Member Functions | |
| override void | Jump () |
| override void | Die () |
| What happens when the object gets killed More... | |
Public Member Functions inherited from MoreMountains.InfiniteRunnerEngine.Jumper | |
| 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 IEnumerator | JumpSlow () |
| Slows the player's jump 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 | 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 Attributes | |
| float | Acceleration = 100f |
| float | MaxSpeed = 8f |
| float | GroundDetectionMaxY = 500000f |
| float | RaycastLength = 1000000f |
| GameObject | ModelContainer |
| float | CharacterRotationSpeed = 10f |
| float | MinimumAllowedAngle = -90f |
| float | MaximumAllowedAngle = 90f |
| bool | ResetAngleInTheAir = true |
| ParticleSystem | DustParticles |
| GameObject | Explosion |
| the explosion that happens when the dragon hits the ground More... | |
Public Attributes inherited from MoreMountains.InfiniteRunnerEngine.Jumper | |
| float | JumpForce = 20f |
| the vertical force applied to the character when jumping More... | |
| int | NumberOfJumpsAllowed = 2 |
| the number of jumps allowed More... | |
| float | CooldownBetweenJumps = 0f |
| the minimum time (in seconds) allowed between two consecutive jumps More... | |
| bool | JumpsAllowedWhenGroundedOnly |
| can the character jump only when grounded ? More... | |
| float | JumpReleaseSpeed = 50f |
| the speed at which the character falls back down again when the jump button is released More... | |
| bool | JumpProportionalToPress = true |
| if this is set to false, the jump height won't depend on the jump button release speed More... | |
| float | MinimalDelayBetweenJumps = 0.02f |
| the minimal time, in seconds, that needs to have passed for a new jump to be authorized More... | |
| float | UngroundedDurationAfterJump = 0.2f |
| a duration, after a jump, during which the character can't be considered grounded (to avoid jumps left to be reset too soon depending on context) More... | |
| int | _numberOfJumpsLeft |
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 | Initialize () |
| On awake, we handle initialization More... | |
| override void | Update () |
| On update we handle the animator's update More... | |
| virtual void | DetectGround () |
| virtual void | LateUpdate () |
| virtual void | RemainAboveGround () |
| virtual void | AngleCharacter () |
| virtual void | SlopeBoost () |
| virtual void | FixedUpdate () |
| virtual void | CharacterMovement () |
| virtual void | PrepareJump () |
| override void | ApplyJumpForce () |
| override void | UpdateAllMecanimAnimators () |
| Updates all mecanim animators. More... | |
Protected Member Functions inherited from MoreMountains.InfiniteRunnerEngine.Jumper | |
| override void | Start () |
| On Start() we initialize the last jump time More... | |
| virtual void | PerformJump () |
| virtual bool | EvaluateJumpConditions () |
Protected Member Functions inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter | |
| virtual void | Awake () |
| Use this for initialization 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 | |
| Vector3 | _newMovement |
| Vector3 | _jumpForce |
| SpriteRenderer | _spriteRenderer |
| CircleCollider2D | _circleCollider |
| Vector2 | _detectGroundRaycastOrigin |
| Vector2 | _groundPosition |
| bool | _groundBelow = true |
| float | _belowSlopeAngle |
| Vector3 | _crossBelowSlopeAngle |
| Quaternion | _newRotation |
| Vector3 | _newPosition |
| GameObject[] | _duplicates |
Protected Attributes inherited from MoreMountains.InfiniteRunnerEngine.Jumper | |
| bool | _jumping = false |
| float | _lastJumpTime |
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 [get, protected set] |
| the distance between the character and the ground More... | |
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Reimplemented from MoreMountains.InfiniteRunnerEngine.Jumper.
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What happens when the object gets killed
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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On awake, we handle initialization
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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Reimplemented from MoreMountains.InfiniteRunnerEngine.Jumper.
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On update we handle the animator's update
Reimplemented from MoreMountains.InfiniteRunnerEngine.Jumper.
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Updates all mecanim animators.
Reimplemented from MoreMountains.InfiniteRunnerEngine.Jumper.
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| float MoreMountains.InfiniteRunnerEngine.HillRider.Acceleration = 100f |
| float MoreMountains.InfiniteRunnerEngine.HillRider.CharacterRotationSpeed = 10f |
| ParticleSystem MoreMountains.InfiniteRunnerEngine.HillRider.DustParticles |
| GameObject MoreMountains.InfiniteRunnerEngine.HillRider.Explosion |
the explosion that happens when the dragon hits the ground
| float MoreMountains.InfiniteRunnerEngine.HillRider.GroundDetectionMaxY = 500000f |
| float MoreMountains.InfiniteRunnerEngine.HillRider.MaximumAllowedAngle = 90f |
| float MoreMountains.InfiniteRunnerEngine.HillRider.MaxSpeed = 8f |
| float MoreMountains.InfiniteRunnerEngine.HillRider.MinimumAllowedAngle = -90f |
| GameObject MoreMountains.InfiniteRunnerEngine.HillRider.ModelContainer |
| float MoreMountains.InfiniteRunnerEngine.HillRider.RaycastLength = 1000000f |
| bool MoreMountains.InfiniteRunnerEngine.HillRider.ResetAngleInTheAir = true |