Infinite Runner Engine v2.2
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MoreMountains.InfiniteRunnerEngine.VerticalCharacter Class Reference
Inheritance diagram for MoreMountains.InfiniteRunnerEngine.VerticalCharacter:
MoreMountains.InfiniteRunnerEngine.Jumper MoreMountains.InfiniteRunnerEngine.PlayableCharacter

Public Member Functions

override void LeftStart ()
 Triggered when the player presses left.
override void RightStart ()
 Triggered when the player presses right.
override void Jump ()
Public Member Functions inherited from MoreMountains.InfiniteRunnerEngine.Jumper
override void MainActionStart ()
 What happens when the main action button button is pressed.
override void MainActionEnd ()
 What happens when the main action button button is released.
virtual IEnumerator JumpSlow ()
 Slows the player's jump.
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.
virtual void Disable ()
 Disables the playable character.
virtual void Die ()
 What happens when the object gets killed.
virtual void DisableCollisions ()
 Disables the collisions.
virtual void EnableCollisions ()
 Enables the collisions.
virtual void MainActionOngoing ()
 What happens when the main action button button is being pressed.
virtual void DownStart ()
 What happens when the down button is pressed.
virtual void DownEnd ()
 What happens when the down button is released.
virtual void DownOngoing ()
 What happens when the down button is being pressed.
virtual void UpStart ()
 What happens when the up button is pressed.
virtual void UpEnd ()
 What happens when the up button is released.
virtual void UpOngoing ()
 What happens when the up button is being pressed.
virtual void LeftEnd ()
 What happens when the left button is released.
virtual void LeftOngoing ()
 What happens when the left button is being pressed.
virtual void RightEnd ()
 What happens when the right button is released.
virtual void RightOngoing ()
 What happens when the right button is being pressed.

Public Attributes

float Acceleration = 100f
float MaxSpeed = 8f
Public Attributes inherited from MoreMountains.InfiniteRunnerEngine.Jumper
float JumpForce = 20f
 the vertical force applied to the character when jumping
int NumberOfJumpsAllowed = 2
 the number of jumps allowed
float CooldownBetweenJumps = 0f
 the minimum time (in seconds) allowed between two consecutive jumps
bool JumpsAllowedWhenGroundedOnly
 can the character jump only when grounded ?
float JumpReleaseSpeed = 50f
 the speed at which the character falls back down again when the jump button is released
bool JumpProportionalToPress = true
 if this is set to false, the jump height won't depend on the jump button release speed
float MinimalDelayBetweenJumps = 0.02f
 the minimal time, in seconds, that needs to have passed for a new jump to be authorized
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)
int _numberOfJumpsLeft
Public Attributes inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter
bool UseDefaultMecanim = true
 should we use the default mecanim ?
bool ShouldResetPosition = true
 returns true if the character is currently grounded
float ResetPositionSpeed = 0.5f
float GroundDistanceTolerance = 0.05f
 the distance tolerance at which a character is considered grounded
float InitialInvincibilityDuration = 3f
 the duration (in seconds) of invincibility on spawn

Protected Member Functions

override void Initialize ()
 On awake, we handle initialization.
override void Update ()
 On update we handle the animator's update.
virtual void FixedUpdate ()
virtual void FlipSprite ()
virtual void CharacterMovement ()
virtual void DetectWalls ()
 Determines the distance between the Jumper and the ground.
override void CollisionEnter (GameObject collidingObject)
 Override this to define what happens when your playable character enters something.
virtual void SetDirection (int newDirection)
virtual void PrepareJump ()
override void ApplyJumpForce ()
override void UpdateAllMecanimAnimators ()
 Updates all mecanim animators.
Protected Member Functions inherited from MoreMountains.InfiniteRunnerEngine.Jumper
override void Start ()
 On Start() we initialize the last jump time.
virtual void PerformJump ()
virtual bool EvaluateJumpConditions ()
Protected Member Functions inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter
virtual void Awake ()
 Use this for initialization.
virtual void ComputeDistanceToTheGround ()
 Determines the distance between the Jumper and the ground.
virtual bool DetermineIfGroudedConditionsAreMet ()
 Determines if grouded conditions are met.
virtual void CheckDeathConditions ()
 Checks the death conditions.
virtual Bounds GetPlayableCharacterBounds ()
 Gets the playable character bounds.
virtual void UpdateAnimator ()
 This is called at Update() and sets each of the animators parameters to their corresponding State values.
virtual void ResetPosition ()
 Called on update, tries to return the object to its initial position.
virtual void OnCollisionEnter2D (Collision2D collidingObject)
 Handles enter collision with 2D colliders.
virtual void OnCollisionExit2D (Collision2D collidingObject)
 Handles exit collision with 2D colliders.
virtual void OnCollisionEnter (Collision collidingObject)
 Handles enter collision with 3D colliders.
virtual void OnCollisionExit (Collision collidingObject)
 Handles exit collision with 3D colliders.
virtual void OnTriggerEnter2D (Collider2D collidingObject)
 Handles enter collision with 2D triggers.
virtual void OnTriggerExit2D (Collider2D collidingObject)
 Handles enter collision with 2D triggers.
virtual void OnTriggerEnter (Collider collidingObject)
 Handles enter collision with 2D triggers.
virtual void OnTriggerExit (Collider collidingObject)
 Handles enter collision with 2D triggers.
virtual void CollisionExit (GameObject collidingObject)
 Override this to define what happens when your playable character exits something.
virtual void TriggerEnter (GameObject collidingObject)
 Override this to define what happens when your playable character enters a trigger.
virtual void TriggerExit (GameObject collidingObject)
 Override this to define what happens when your playable character exits a trigger.

Protected Attributes

bool _verticalGrounded = false
int _direction = 0
MovingObject _groundStorage
Vector3 _newMovement
Vector3 _jumpForce
SpriteRenderer _spriteRenderer
bool _collidingLeft = false
bool _collidingRight = false
bool _wallsliding = false
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

Static Protected Attributes

const float _wallRaycastLength = 0.5f

Additional Inherited Members

Properties inherited from MoreMountains.InfiniteRunnerEngine.PlayableCharacter
float DistanceToTheGround [get, protected set]
 the distance between the character and the ground
bool Invincible [get]

Member Function Documentation

◆ ApplyJumpForce()

override void MoreMountains.InfiniteRunnerEngine.VerticalCharacter.ApplyJumpForce ( )
protectedvirtual

◆ CharacterMovement()

virtual void MoreMountains.InfiniteRunnerEngine.VerticalCharacter.CharacterMovement ( )
protectedvirtual

◆ CollisionEnter()

override void MoreMountains.InfiniteRunnerEngine.VerticalCharacter.CollisionEnter ( GameObject collidingObject)
protectedvirtual

Override this to define what happens when your playable character enters something.

Parameters
collidingObjectColliding object.

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

◆ DetectWalls()

virtual void MoreMountains.InfiniteRunnerEngine.VerticalCharacter.DetectWalls ( )
protectedvirtual

Determines the distance between the Jumper and the ground.

◆ FixedUpdate()

virtual void MoreMountains.InfiniteRunnerEngine.VerticalCharacter.FixedUpdate ( )
protectedvirtual

◆ FlipSprite()

virtual void MoreMountains.InfiniteRunnerEngine.VerticalCharacter.FlipSprite ( )
protectedvirtual

◆ Initialize()

override void MoreMountains.InfiniteRunnerEngine.VerticalCharacter.Initialize ( )
protectedvirtual

On awake, we handle initialization.

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

◆ Jump()

override void MoreMountains.InfiniteRunnerEngine.VerticalCharacter.Jump ( )
virtual

◆ LeftStart()

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

Triggered when the player presses left.

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

◆ PrepareJump()

virtual void MoreMountains.InfiniteRunnerEngine.VerticalCharacter.PrepareJump ( )
protectedvirtual

◆ RightStart()

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

Triggered when the player presses right.

Reimplemented from MoreMountains.InfiniteRunnerEngine.PlayableCharacter.

◆ SetDirection()

virtual void MoreMountains.InfiniteRunnerEngine.VerticalCharacter.SetDirection ( int newDirection)
protectedvirtual

◆ Update()

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

On update we handle the animator's update.

Reimplemented from MoreMountains.InfiniteRunnerEngine.Jumper.

◆ UpdateAllMecanimAnimators()

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

Updates all mecanim animators.

Reimplemented from MoreMountains.InfiniteRunnerEngine.Jumper.

Member Data Documentation

◆ _collidingLeft

bool MoreMountains.InfiniteRunnerEngine.VerticalCharacter._collidingLeft = false
protected

◆ _collidingRight

bool MoreMountains.InfiniteRunnerEngine.VerticalCharacter._collidingRight = false
protected

◆ _direction

int MoreMountains.InfiniteRunnerEngine.VerticalCharacter._direction = 0
protected

◆ _groundStorage

MovingObject MoreMountains.InfiniteRunnerEngine.VerticalCharacter._groundStorage
protected

◆ _jumpForce

Vector3 MoreMountains.InfiniteRunnerEngine.VerticalCharacter._jumpForce
protected

◆ _newMovement

Vector3 MoreMountains.InfiniteRunnerEngine.VerticalCharacter._newMovement
protected

◆ _spriteRenderer

SpriteRenderer MoreMountains.InfiniteRunnerEngine.VerticalCharacter._spriteRenderer
protected

◆ _verticalGrounded

bool MoreMountains.InfiniteRunnerEngine.VerticalCharacter._verticalGrounded = false
protected

◆ _wallRaycastLength

const float MoreMountains.InfiniteRunnerEngine.VerticalCharacter._wallRaycastLength = 0.5f
staticprotected

◆ _wallsliding

bool MoreMountains.InfiniteRunnerEngine.VerticalCharacter._wallsliding = false
protected

◆ Acceleration

float MoreMountains.InfiniteRunnerEngine.VerticalCharacter.Acceleration = 100f

◆ MaxSpeed

float MoreMountains.InfiniteRunnerEngine.VerticalCharacter.MaxSpeed = 8f

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