Corgi Engine  v8.8
MoreMountains.CorgiEngine.CharacterJumpOverride Class Reference

Add this component to a trigger zone, and it'll override the CharacterJump settings for all characters that cross it More...

Inheritance diagram for MoreMountains.CorgiEngine.CharacterJumpOverride:
MoreMountains.CorgiEngine.CorgiMonoBehaviour

Public Attributes

float JumpHeight = 3.025f
 defines how high the character can jump More...
 
float JumpMinimumAirTime = 0.1f
 the minimum time in the air allowed when jumping - this is used for pressure controlled jumps More...
 
int NumberOfJumps =3
 the maximum number of jumps allowed (0 : no jump, 1 : normal jump, 2 : double jump, etc...) More...
 
CharacterJump.JumpBehavior JumpRestrictions
 basic rules for jumps : where can the player jump ? More...
 
bool ResetNumberOfJumpsLeft = true
 if this is set to true, on enter/exit, the number of jumps will be set to its maximum, otherwise it'll retain the value it had on entry More...
 

Protected Member Functions

virtual void Update ()
 
virtual void OnTriggerEnter2D (Collider2D collider)
 Triggered when something collides with the override zone More...
 
virtual void OnTriggerExit2D (Collider2D collider)
 Triggered when something exits the water More...
 
virtual void Restore ()
 Restore the initial values for the colliding CharacterJump More...
 

Protected Attributes

float _previousJumpHeight
 
float _previousJumpMinimumAirTime
 
int _previousNumberOfJumps
 
int _previousNumberOfJumpsLeft
 
CharacterJump.JumpBehavior _previousJumpRestrictions
 
Character _character
 
CharacterJump _characterJump
 

Detailed Description

Add this component to a trigger zone, and it'll override the CharacterJump settings for all characters that cross it

Member Function Documentation

◆ OnTriggerEnter2D()

virtual void MoreMountains.CorgiEngine.CharacterJumpOverride.OnTriggerEnter2D ( Collider2D  collider)
protectedvirtual

Triggered when something collides with the override zone

Parameters
colliderSomething colliding with the override zone.

◆ OnTriggerExit2D()

virtual void MoreMountains.CorgiEngine.CharacterJumpOverride.OnTriggerExit2D ( Collider2D  collider)
protectedvirtual

Triggered when something exits the water

Parameters
colliderSomething colliding with the water.

◆ Restore()

virtual void MoreMountains.CorgiEngine.CharacterJumpOverride.Restore ( )
protectedvirtual

Restore the initial values for the colliding CharacterJump

◆ Update()

virtual void MoreMountains.CorgiEngine.CharacterJumpOverride.Update ( )
protectedvirtual

Member Data Documentation

◆ _character

Character MoreMountains.CorgiEngine.CharacterJumpOverride._character
protected

◆ _characterJump

CharacterJump MoreMountains.CorgiEngine.CharacterJumpOverride._characterJump
protected

◆ _previousJumpHeight

float MoreMountains.CorgiEngine.CharacterJumpOverride._previousJumpHeight
protected

◆ _previousJumpMinimumAirTime

float MoreMountains.CorgiEngine.CharacterJumpOverride._previousJumpMinimumAirTime
protected

◆ _previousJumpRestrictions

CharacterJump.JumpBehavior MoreMountains.CorgiEngine.CharacterJumpOverride._previousJumpRestrictions
protected

◆ _previousNumberOfJumps

int MoreMountains.CorgiEngine.CharacterJumpOverride._previousNumberOfJumps
protected

◆ _previousNumberOfJumpsLeft

int MoreMountains.CorgiEngine.CharacterJumpOverride._previousNumberOfJumpsLeft
protected

◆ JumpHeight

float MoreMountains.CorgiEngine.CharacterJumpOverride.JumpHeight = 3.025f

defines how high the character can jump

◆ JumpMinimumAirTime

float MoreMountains.CorgiEngine.CharacterJumpOverride.JumpMinimumAirTime = 0.1f

the minimum time in the air allowed when jumping - this is used for pressure controlled jumps

◆ JumpRestrictions

CharacterJump.JumpBehavior MoreMountains.CorgiEngine.CharacterJumpOverride.JumpRestrictions

basic rules for jumps : where can the player jump ?

◆ NumberOfJumps

int MoreMountains.CorgiEngine.CharacterJumpOverride.NumberOfJumps =3

the maximum number of jumps allowed (0 : no jump, 1 : normal jump, 2 : double jump, etc...)

◆ ResetNumberOfJumpsLeft

bool MoreMountains.CorgiEngine.CharacterJumpOverride.ResetNumberOfJumpsLeft = true

if this is set to true, on enter/exit, the number of jumps will be set to its maximum, otherwise it'll retain the value it had on entry


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