Infinite Runner Engine v1.9
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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... | |
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 [getprotected set] |
the distance between the character and the ground More... | |
bool | Invincible [get] |
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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 |