Add this component to an object and it'll be able to be grabbed by characters equipped with a CharacterLedgeHang ability
More...
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virtual void | OnTriggerEnter2D (Collider2D collider) |
| When something collides with our ledge collider, we trigger a LedgeEvent More...
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virtual void | OnDrawGizmosSelected () |
| Draws a blue point at the HangOffset position, and an orange one at the point the Character will get teleported to at the end of the climb Now you're thinking with portals. More...
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Add this component to an object and it'll be able to be grabbed by characters equipped with a CharacterLedgeHang ability
◆ LedgeGrabDirections
the direction ledges can be grabbed from (left means it can be grabbed by a character facing left)
◆ OnDrawGizmosSelected()
virtual void MoreMountains.CorgiEngine.Ledge.OnDrawGizmosSelected |
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protectedvirtual |
Draws a blue point at the HangOffset position, and an orange one at the point the Character will get teleported to at the end of the climb Now you're thinking with portals.
◆ OnTriggerEnter2D()
virtual void MoreMountains.CorgiEngine.Ledge.OnTriggerEnter2D |
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Collider2D |
collider | ) |
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protectedvirtual |
When something collides with our ledge collider, we trigger a LedgeEvent
- Parameters
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◆ _playerTag
const string MoreMountains.CorgiEngine.Ledge._playerTag = "Player" |
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staticprotected |
the tag used to reference the player
◆ ClimbOffset
Vector3 MoreMountains.CorgiEngine.Ledge.ClimbOffset |
the offset to apply when climb is complete
◆ HangOffset
Vector3 MoreMountains.CorgiEngine.Ledge.HangOffset |
the offset to apply when hanging to this ledge
◆ LedgeGrabDirection
the direction this ledge gets grabbed from
The documentation for this class was generated from the following file:
- Assets/CorgiEngine/Common/Scripts/Environment/Ledge.cs