Infinite Runner Engine v1.9
Classes
MoreMountains.InfiniteRunnerEngine Namespace Reference

Classes

class  AchievementRules
 This class describes how the Infinite Runner Engine demo achievements are triggered. It extends the base class MMAchievementRules More...
 
class  AlbatrossController
 The character controller for the main character in the Flight of the Albatross demo scene More...
 
class  AlbatrossNPC
 This class handles the behaviour of the Albatross non player characters in the Flight of the Albatross demo scene More...
 
class  AlbatrossScenario
 The scenario script for the Flight of the Albatross demo scene More...
 
class  BackgroundMusic
 Add this class to a GameObject to have it play a background music when instanciated. Careful : only one background music will be played at a time. More...
 
class  ButtonNavigation
 This class allows keyboard navigation (up and down arrows by default) through a set of buttons More...
 
class  CameraBehavior
 Add this class to your main camera to have it zoom in or out, follow the player, etc... More...
 
class  CameraBehaviorEditor
 A custom editor for the Camera Behavior component More...
 
class  CaveRacer
 Controller for the CaveRacer playable character More...
 
class  CaveRacerSquaddie
 
class  CharacterSelector
 Add this component to a button (for example) to be able to store a selected character, and optionally to go to another scene You can see an example of its use in the RetroAdventureCharacterSelection demo scene More...
 
class  CharacterSelectorManager
 Add this class to your scene and it'll store your selected character, for use in the upcoming scene More...
 
class  Coin
 Add this class to an object and it'll add points when collected. Note that you'll need a trigger boxcollider on it More...
 
class  DistanceSpawner
 Spawns and positions/resizes objects based on the distance traveled More...
 
class  Dragon
 Extends playable character to implement the specific gameplay of the Dragon level More...
 
class  ExampleScenario
 
class  Flappy
 Extends playable character to mimic a gameplay as found in games like Flappy Bird. More...
 
class  FlappyCloudPenguin
 This class handles the penguin "enemies" in the Flappy Cloud demo level. It's pretty specific. More...
 
class  FreeLeftToRightMovement
 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...
 
class  GameManager
 The game manager is a persistent singleton that handles points and time More...
 
class  GameManagerEditor
 Game manager editor More...
 
class  GUIManager
 Handles all GUI effects and changes More...
 
class  HillRider
 
class  InputManager
 This persistent singleton handles the inputs and sends commands to the player More...
 
class  Instructions
 
struct  IRESfxEvent
 
class  Jumper
 
class  KillsPlayerOnTouch
 Add this class to a trigger boxCollider and it'll kill all playable characters that collide with it. More...
 
class  LaneRunner
 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...
 
class  LeftRightMove
 Extends playable character to implement the specific gameplay of the Dragon level More...
 
class  LevelManager
 Spawns the player, and More...
 
class  LevelManagerEditor
 This class adds names for each LevelMapPathElement next to it on the scene view, for easier setup More...
 
class  LevelSelector
 Add this component to a button so it can be used to go to a level, or restart the current one More...
 
class  LinkedSpawner
 Spawns and positions/resizes objects based on the distance traveled More...
 
class  Map
 This class handles the level selection map. It's pretty specific, you'll probably want to code your own to fit your own level selection needs. More...
 
class  MapButton
 Used for the buttons on the level selection map. As for the map script, pretty specific, you may want to implement your own classes for your level selection. More...
 
class  MovingObject
 Add this class to an object and it'll move according to the level's speed. More...
 
class  OutOfBoundsRecycle
 Adds this component to an object and it'll be automatically recycled for further use when it reaches a certain distance after the level bounds More...
 
class  Parallax
 Add this class to an object so it'll move in parallax based on the level's speed. Note that this method duplicates the object More...
 
class  ParallaxOffset
 Add this class to an object and it'll move in parallax based on the level's speed. This method moves the texture, not the object. It doesn't work for non-2D objects. More...
 
class  PersistentBackgroundMusic
 Add this class to a GameObject to have it play a background music when instanciated. Careful : only one background music will be played at a time. More...
 
class  PickableObject
 Extend this class to make your own pickable objects. Look at Coin.cs for an example. Note that you need a boxcollider or boxcollider2D for this component to work. More...
 
class  PlayableCharacter
 You should extend this class for all your playable characters The asset includes a bunch of examples of how you can do that : Jumper, Flappy, Dragon, etc... More...
 
class  ReactivateOnSpawn
 
class  RepositionOnStart2D
 This class repositions a 2D object when enabled if it's at the same x as a platform More...
 
class  Rocket
 A rocket controller (the longer you press, the higher you go). More...
 
class  ScenarioEvent
 This class describes an item in the scenario. More...
 
class  ScenarioManager
 Scenario manager This class is meant to be extended, and its Scenario() method overridden to describe your own level's scenario. More...
 
class  Shadow
 Add this class to a 2D agent (player, enemy, item) and it'll "cast" a shadow on a collider More...
 
class  SingleHighScoreManager
 This class handles a very simple HighScore system, where it only saves (locally) the highest score ever, no attached name or anything.
 
class  SkyTheoryGUIManager
 Handles all GUI effects and changes More...
 
class  SkyTheoryLevelManager
 Spawns the player, and More...
 
class  SoundManager
 This persistent singleton handles sound playing More...
 
class  SoundSettings
 
class  Spawner
 
class  SpeedBonus
 Add this class to an object and it'll modify the level speed when picked Note that you'll need a trigger boxcollider on it More...
 
class  SplashScreen
 Simple start screen class. More...
 
class  StartingPosition
 
class  StartScreen
 This class handles the start screen. All it does is check for the player pressing the main action button, and if pressed, it loads the specified level More...
 
class  StickToHill
 
class  SwipeZone
 
class  TimedSpawner
 This spawns an object at random intervals within the specified bounds. More...
 
class  TouchZone
 Add this component to a GUI button to have it act as a proxy for a certain action on touch devices. Detects press down, press up, and continuous press. These are really basic mobile/touch controls. I believe that for infinite runners they're sufficient. More...
 
class  VerticalCharacter
 
class  VerticalScenario
 The scenario script for the Flight of the Albatross demo scene More...
 
class  Watershark
 This class handles the behavior of the watershark enemies that appear in the dragon level More...
 
class  WaterSpeed
 This class handles the acceleration of the water's shader speed in the Albatross demo scene More...