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

The various states you can use to check if your character is doing something at the current frame More...

Public Member Functions

virtual void Reset ()
 Reset all collision states to false More...
 
override string ToString ()
 Serializes the collision states More...
 

Public Attributes

float DistanceToLeftCollider
 returns the distance to the left collider, equals -1 if not colliding left More...
 
float DistanceToRightCollider
 returns the distance to the right collider, equals -1 if not colliding right More...
 

Properties

bool IsCollidingRight [get, set]
 is the character colliding right ? More...
 
bool IsCollidingLeft [get, set]
 is the character colliding left ? More...
 
bool IsCollidingAbove [get, set]
 is the character colliding with something above it ? More...
 
bool IsCollidingBelow [get, set]
 is the character colliding with something above it ? More...
 
virtual bool HasCollisions [get]
 is the character colliding with anything ? More...
 
float LateralSlopeAngle [get, set]
 returns the slope angle met horizontally More...
 
float BelowSlopeAngle [get, set]
 returns the slope the character is moving on angle More...
 
Vector2 BlowSlopeNormal [get, set]
 returns the normal of the slope the character is currently on More...
 
float BelowSlopeAngleAbsolute [get, set]
 returns the slope the character is moving on angle, relative to Vector2.Up, from 0 to 360 More...
 
bool SlopeAngleOK [get, set]
 returns true if the slope angle is ok to walk on More...
 
bool OnAMovingPlatform [get, set]
 returns true if the character is standing on a moving platform More...
 
virtual bool IsGrounded [get]
 Is the character grounded ? More...
 
bool IsFalling [get, set]
 is the character falling right now ? More...
 
bool IsJumping [get, set]
 is the character falling right now ? More...
 
bool WasGroundedLastFrame [get, set]
 was the character grounded last frame ? More...
 
bool WasTouchingTheCeilingLastFrame [get, set]
 was the character grounded last frame ? More...
 
bool JustGotGrounded [get, set]
 did the character just become grounded ? More...
 
bool ColliderResized [get, set]
 is the character being resized to fit in tight spaces? More...
 
bool TouchingLevelBounds [get, set]
 is the character touching level bounds? More...
 

Detailed Description

The various states you can use to check if your character is doing something at the current frame

Member Function Documentation

◆ Reset()

virtual void MoreMountains.CorgiEngine.CorgiControllerState.Reset ( )
virtual

Reset all collision states to false

◆ ToString()

override string MoreMountains.CorgiEngine.CorgiControllerState.ToString ( )

Serializes the collision states

Returns
A System.String that represents the current collision states.

Member Data Documentation

◆ DistanceToLeftCollider

float MoreMountains.CorgiEngine.CorgiControllerState.DistanceToLeftCollider

returns the distance to the left collider, equals -1 if not colliding left

◆ DistanceToRightCollider

float MoreMountains.CorgiEngine.CorgiControllerState.DistanceToRightCollider

returns the distance to the right collider, equals -1 if not colliding right

Property Documentation

◆ BelowSlopeAngle

float MoreMountains.CorgiEngine.CorgiControllerState.BelowSlopeAngle
getset

returns the slope the character is moving on angle

◆ BelowSlopeAngleAbsolute

float MoreMountains.CorgiEngine.CorgiControllerState.BelowSlopeAngleAbsolute
getset

returns the slope the character is moving on angle, relative to Vector2.Up, from 0 to 360

◆ BlowSlopeNormal

Vector2 MoreMountains.CorgiEngine.CorgiControllerState.BlowSlopeNormal
getset

returns the normal of the slope the character is currently on

◆ ColliderResized

bool MoreMountains.CorgiEngine.CorgiControllerState.ColliderResized
getset

is the character being resized to fit in tight spaces?

◆ HasCollisions

virtual bool MoreMountains.CorgiEngine.CorgiControllerState.HasCollisions
get

is the character colliding with anything ?

◆ IsCollidingAbove

bool MoreMountains.CorgiEngine.CorgiControllerState.IsCollidingAbove
getset

is the character colliding with something above it ?

◆ IsCollidingBelow

bool MoreMountains.CorgiEngine.CorgiControllerState.IsCollidingBelow
getset

is the character colliding with something above it ?

◆ IsCollidingLeft

bool MoreMountains.CorgiEngine.CorgiControllerState.IsCollidingLeft
getset

is the character colliding left ?

◆ IsCollidingRight

bool MoreMountains.CorgiEngine.CorgiControllerState.IsCollidingRight
getset

is the character colliding right ?

◆ IsFalling

bool MoreMountains.CorgiEngine.CorgiControllerState.IsFalling
getset

is the character falling right now ?

◆ IsGrounded

virtual bool MoreMountains.CorgiEngine.CorgiControllerState.IsGrounded
get

Is the character grounded ?

◆ IsJumping

bool MoreMountains.CorgiEngine.CorgiControllerState.IsJumping
getset

is the character falling right now ?

◆ JustGotGrounded

bool MoreMountains.CorgiEngine.CorgiControllerState.JustGotGrounded
getset

did the character just become grounded ?

◆ LateralSlopeAngle

float MoreMountains.CorgiEngine.CorgiControllerState.LateralSlopeAngle
getset

returns the slope angle met horizontally

◆ OnAMovingPlatform

bool MoreMountains.CorgiEngine.CorgiControllerState.OnAMovingPlatform
getset

returns true if the character is standing on a moving platform

◆ SlopeAngleOK

bool MoreMountains.CorgiEngine.CorgiControllerState.SlopeAngleOK
getset

returns true if the slope angle is ok to walk on

◆ TouchingLevelBounds

bool MoreMountains.CorgiEngine.CorgiControllerState.TouchingLevelBounds
getset

is the character touching level bounds?

◆ WasGroundedLastFrame

bool MoreMountains.CorgiEngine.CorgiControllerState.WasGroundedLastFrame
getset

was the character grounded last frame ?

◆ WasTouchingTheCeilingLastFrame

bool MoreMountains.CorgiEngine.CorgiControllerState.WasTouchingTheCeilingLastFrame
getset

was the character grounded last frame ?


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