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Infinite Runner Engine
v2.1
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This is an example of how you can extend playable character, in this case to have a character that can switch lanes by moving left or right More...
Public Member Functions | |
| override void | LeftStart () |
| Triggered when the player presses left More... | |
| override void | RightStart () |
| Triggered when the player presses right More... | |
| override void | Die () |
| When the runner dies we instantiate an explosion at the point of impact 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 | 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 | 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 | 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 | LaneWidth =3f |
| the width of each lane More... | |
| int | NumberOfLanes = 3 |
| the number of lanes the runner can run in More... | |
| float | ChangingLaneSpeed = 1f |
| the speed (in seconds) at which the runner changes lane More... | |
| GameObject | Explosion |
| the gameobject instantiated when the runner dies 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... | |
| bool | Invincible => (Time.time - _awakeAt < InitialInvincibilityDuration) |
Protected Member Functions | |
| override void | Awake () |
| On awake, we handle initialization More... | |
| override void | Update () |
| On update we handle the animator's update More... | |
| IEnumerator | MoveTo (Vector3 destination, float movementDuration) |
| Moves an object to a destination position in a determined time More... | |
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 | 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 | |
| int | _currentLane |
| bool | _isMoving = false |
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... | |
This is an example of how you can extend playable character, in this case to have a character that can switch lanes by moving left or right
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protectedvirtual |
On awake, we handle initialization
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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virtual |
When the runner dies we instantiate an explosion at the point of impact
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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virtual |
Triggered when the player presses left
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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protected |
Moves an object to a destination position in a determined time
| destination | Destination. |
| movementDuration | Movement duration. |
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virtual |
Triggered when the player presses right
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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protectedvirtual |
On update we handle the animator's update
Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.
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protected |
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protected |
| float MoreMountains.InfiniteRunnerEngine.LaneRunner.ChangingLaneSpeed = 1f |
the speed (in seconds) at which the runner changes lane
| GameObject MoreMountains.InfiniteRunnerEngine.LaneRunner.Explosion |
the gameobject instantiated when the runner dies
| float MoreMountains.InfiniteRunnerEngine.LaneRunner.LaneWidth =3f |
the width of each lane
| int MoreMountains.InfiniteRunnerEngine.LaneRunner.NumberOfLanes = 3 |
the number of lanes the runner can run in