The various states you can use to check if your character is doing something at the current frame
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The various states you can use to check if your character is doing something at the current frame
◆ Reset()
virtual void MoreMountains.CorgiEngine.CorgiControllerState.Reset |
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virtual |
Reset all collision states to false
◆ ToString()
override string MoreMountains.CorgiEngine.CorgiControllerState.ToString |
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Serializes the collision states
- Returns
- A System.String that represents the current collision states.
◆ 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
◆ BelowSlopeAngle
float MoreMountains.CorgiEngine.CorgiControllerState.BelowSlopeAngle |
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getset |
returns the slope the character is moving on angle
◆ BelowSlopeAngleAbsolute
float MoreMountains.CorgiEngine.CorgiControllerState.BelowSlopeAngleAbsolute |
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getset |
returns the slope the character is moving on angle, relative to Vector2.Up, from 0 to 360
◆ BlowSlopeNormal
Vector2 MoreMountains.CorgiEngine.CorgiControllerState.BlowSlopeNormal |
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getset |
returns the normal of the slope the character is currently on
◆ ColliderResized
bool MoreMountains.CorgiEngine.CorgiControllerState.ColliderResized |
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getset |
is the character being resized to fit in tight spaces?
◆ HasCollisions
virtual bool MoreMountains.CorgiEngine.CorgiControllerState.HasCollisions |
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get |
is the character colliding with anything ?
◆ IsCollidingAbove
bool MoreMountains.CorgiEngine.CorgiControllerState.IsCollidingAbove |
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getset |
is the character colliding with something above it ?
◆ IsCollidingBelow
bool MoreMountains.CorgiEngine.CorgiControllerState.IsCollidingBelow |
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getset |
is the character colliding with something above it ?
◆ IsCollidingLeft
bool MoreMountains.CorgiEngine.CorgiControllerState.IsCollidingLeft |
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getset |
is the character colliding left ?
◆ IsCollidingRight
bool MoreMountains.CorgiEngine.CorgiControllerState.IsCollidingRight |
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getset |
is the character colliding right ?
◆ IsFalling
bool MoreMountains.CorgiEngine.CorgiControllerState.IsFalling |
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getset |
is the character falling right now ?
◆ IsGrounded
virtual bool MoreMountains.CorgiEngine.CorgiControllerState.IsGrounded |
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get |
Is the character grounded ?
◆ IsJumping
bool MoreMountains.CorgiEngine.CorgiControllerState.IsJumping |
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getset |
is the character falling right now ?
◆ JustGotGrounded
bool MoreMountains.CorgiEngine.CorgiControllerState.JustGotGrounded |
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getset |
did the character just become grounded ?
◆ LateralSlopeAngle
float MoreMountains.CorgiEngine.CorgiControllerState.LateralSlopeAngle |
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getset |
returns the slope angle met horizontally
◆ OnAMovingPlatform
bool MoreMountains.CorgiEngine.CorgiControllerState.OnAMovingPlatform |
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getset |
returns true if the character is standing on a moving platform
◆ SlopeAngleOK
bool MoreMountains.CorgiEngine.CorgiControllerState.SlopeAngleOK |
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getset |
returns true if the slope angle is ok to walk on
◆ TouchingLevelBounds
bool MoreMountains.CorgiEngine.CorgiControllerState.TouchingLevelBounds |
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getset |
is the character touching level bounds?
◆ WasGroundedLastFrame
bool MoreMountains.CorgiEngine.CorgiControllerState.WasGroundedLastFrame |
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getset |
was the character grounded last frame ?
◆ WasTouchingTheCeilingLastFrame
bool MoreMountains.CorgiEngine.CorgiControllerState.WasTouchingTheCeilingLastFrame |
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getset |
was the character grounded last frame ?
The documentation for this class was generated from the following file: