An implementation of MovementBase which works for a side scroller.
Public Member Functions | |
| override void | Move (Vector3 direction) |
| Updates the player movement with the direction data. | |
| override void | MoveWithStrength (Vector3 direction, Vector3 strength) |
| Updates the player movement with the direction data and defined strength . | |
| override Vector3 | GetCurrentVelocity () |
| override void | Jump () |
| Updates the player movement to execute a jump. | |
Public Member Functions inherited from MovementBase | |
| void | UpdateMovementState () |
| Updates the current state of movement. MovementState.Moving does not mean that the current velocity is > 0! | |
| abstract void | Move (Vector3 direction) |
| Updates the player movement with the direction data. | |
| abstract void | Jump () |
| Updates the player movement to execute a jump. | |
| abstract void | MoveWithStrength (Vector3 direction, Vector3 strength) |
| Updates the player movement with the direction data and defined strength . | |
| abstract Vector3 | GetCurrentVelocity () |
Additional Inherited Members | |
Protected Attributes inherited from MovementBase | |
| float | _speed |
| Defines the speed of the player. | |
| float | _toggledSpeed |
| Defines the toggledSpeed of the player. | |
| float | _jumpForce |
| Defines the amount of force (speed) for a jump. | |
| float | _climbingForce |
| Defines the amount of force (speed) for climbing. | |
| string | _movementActionName |
| The action name for the movement controls. Needs to be defined as a Vector2D. | |
| string | _toggleSpeedActionName |
| The action name for the changing the players speed. | |
| string | _jumpActionName |
| The action name for the jump control. | |
| string | _attackActionName |
| The action name for the attack control. | |
| Transform | _groundedTransform |
| The transform defines the position where to define if the player is grounded or not. | |
| PlayerInput | _input |
| The player input. | |
| bool | _isMovementLocked |
| Defines whether the movement should be locked or not. The PlayerEventManager also has events for this. | |
| bool | _isClimbingLocked |
| Defines whether the climbing should be locked or not. | |
| bool | _isJumpingLocked |
| Defines whether the jumping should be locked or not. | |
| MovementState | _currentMovementState |
| The current movement state. (MovementState.Climbing, MovementState.Moving, MovementState.Jumping) MovementState.Moving does not mean that the current velocity is > 0. | |
| LayerMask | _climbingMask |
| The climbing layer mask, which defines which objects should be read as climbable. | |
| LayerMask | _jumpingMask |
| The jumping layer mask, which defines which objects should be read as jumpable. | |
| bool | _grounded |
| Defines whether the player is grounded. | |
| bool | _animationGrounded |
| Defines whether the animation should be counted as grounded. A usecase would be a delay between the actual MovementBase.Grounded. | |
| bool | _climbing |
| Defines whether the player is climbing. | |
| bool | _isToggledMoving |
Properties inherited from MovementBase | |
| Transform | GroundedTransform [get] |
| bool | IsMovementLocked [get, set] |
| bool | IsClimbingLocked [get, set] |
| bool | IsJumpingLocked [get, set] |
| MovementState | CurrentMovementState [get] |
| bool | Grounded [get] |
| bool | AnimationGrounded [get] |
| bool | Climbing [get] |
| bool | IsToggledMoving [get] |
|
virtual |
Implements MovementBase.
|
virtual |
Implements MovementBase.
|
virtual |
| direction |
Implements MovementBase.
References MovementBase._isToggledMoving, MovementBase._speed, and MovementBase._toggledSpeed.
|
virtual |
| direction | |
| strength |
Implements MovementBase.
References MovementBase._input, MovementBase._speed, MovementBase._toggledSpeed, and MovementBase._toggleSpeedActionName.