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Corgi Engine v9.3
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Add this component to a platform and it'll be able to follow a path and carry a character More...
Public Member Functions | |
| override void | MoveAlongThePath () |
| Moves the object along the path according to the specified movement type. More... | |
| virtual void | SetMovementAuthorization (bool status) |
| Sets the movement authorization to true or false based on the status set in parameter More... | |
| virtual void | AuthorizeMovement () |
| Sets the script authorization to true More... | |
| virtual void | ForbidMovement () |
| Sets the script authorization to false More... | |
| virtual void | ToggleMovementAuthorization () |
| Sets the script authorization to true if it was false, false if it was true More... | |
| virtual void | ResetEndReached () |
| Resets the end reached status, allowing you to move in the opposite direction if CycleOption is set to StopAtBounds More... | |
| virtual void | MoveTowardsStart () |
| Forces the moving platform to move back to its start position More... | |
| virtual void | MoveTowardsEnd () |
| Forces the moving platform to move to its end position More... | |
| virtual void | OnTriggerEnter2D (Collider2D collider) |
| When entering collision with something, we check if it's a player, and in that case we set our flag accordingly More... | |
| virtual void | OnTriggerExit2D (Collider2D collider) |
| When exiting collision with something, we check if it's a player, and in that case we set our flag accordingly More... | |
| virtual void | OnPlayerRespawn (CheckPoint checkpoint, Character player) |
| When the player respawns, we reset the position and behaviour of this moving platform More... | |
| virtual void | OnMMEvent (CorgiEngineEvent eventType) |
| Catches respawn events and resets the platform's position if needed More... | |
Public Member Functions inherited from MoreMountains.Tools.MMPathMovement | |
| virtual void | ResetPath () |
| A public method you can call to reset the path More... | |
| virtual IEnumerator< Vector3 > | GetPathEnumerator () |
| Returns the current target point in the path More... | |
| virtual void | ChangeDirection () |
| Call this method to force a change in direction at any time More... | |
| virtual Vector3 | PointPosition (int index) |
| virtual Vector3 | PointPosition (Vector3 relativePointPosition) |
| virtual void | UpdateOriginalTransformPosition (Vector3 newOriginalTransformPosition) |
| Updates the original transform position. More... | |
| virtual Vector3 | GetOriginalTransformPosition () |
| Gets the original transform position. More... | |
| virtual void | SetOriginalTransformPositionStatus (bool status) |
| Sets the original transform position status. More... | |
| virtual bool | GetOriginalTransformPositionStatus () |
| Gets the original transform position status. More... | |
Public Member Functions inherited from MoreMountains.Tools.MMEventListener< CorgiEngineEvent > | |
| void | OnMMEvent (T eventType) |
Public Attributes | |
| bool | OnlyMovesWhenPlayerIsColliding = false |
| If true, the object will only move when colliding with the player. More... | |
| bool | OnlyMovesWhenCharacterIsColliding = false |
| if true, the object will only move if a character is colliding More... | |
| bool | ResetPositionWhenPlayerRespawns = false |
| If true, this moving platform will reset position and behaviour when the player respawns. More... | |
| bool | ScriptActivated = false |
| If true, this platform will only moved when commanded to by another script. More... | |
| bool | StartMovingWhenPlayerIsColliding = false |
| If true, the object will start moving when a player collides with it. This requires that ScriptActivated be set to true (and it will set it to true on init otherwise) More... | |
| bool | ToggleButton |
| bool | ChangeDirectionButton |
| bool | ResetEndReachedButton |
| bool | MoveTowardsStartButton |
| bool | MoveTowardsEndButton |
| MMFeedbacks | PointReachedFeedback |
| a feedback to trigger when a new point is reached More... | |
| MMFeedbacks | EndReachedFeedback |
| a feedback to trigger when the end of the path is reached More... | |
| UnityEvent | OnCharacterEnter |
| a UnityEvent fired when a character collides with the platform More... | |
| UnityEvent | OnCharacterExit |
| a UnityEvent fired when a character exits the platform More... | |
Public Attributes inherited from MoreMountains.Tools.MMPathMovement | |
| CycleOptions | CycleOption |
| MovementDirection | LoopInitialMovementDirection = MovementDirection.Ascending |
| the initial movement direction : ascending > will go from the points 0 to 1, 2, etc ; descending > will go from the last point to last-1, last-2, etc More... | |
| List< MMPathMovementElement > | PathElements |
| the points that make up the path the object will follow More... | |
| AlignmentModes | AlignmentMode = AlignmentModes.None |
| whether to align the path on nothing, this object's rotation, or this object's parent's rotation More... | |
| float | MovementSpeed = 1 |
| the movement speed More... | |
| PossibleAccelerationType | AccelerationType = PossibleAccelerationType.ConstantSpeed |
| the movement type of the object More... | |
| AnimationCurve | Acceleration = new AnimationCurve(new Keyframe(0,1f),new Keyframe(1f,0f)) |
| the acceleration to apply to an object traveling between two points of the path. More... | |
| UpdateModes | UpdateMode = UpdateModes.Update |
| the chosen update mode (update, fixed update, late update) More... | |
| float | MinDistanceToGoal = .1f |
| the minimum distance to a point at which we'll arbitrarily decide the point's been reached More... | |
Protected Member Functions | |
| override void | Initialization () |
| Flag inits, initial movement determination, and object positioning More... | |
| override void | Update () |
| On Update, we check if we've started or stopped colliding with a controller, and trigger events if needed More... | |
| override void | PointReached () |
| Override this to describe what happens when a point is reached More... | |
| override void | EndReached () |
| Override this to describe what happens when the end of the path is reached More... | |
| virtual void | OnEnable () |
| On enable, starts listening for CorgiEngine events More... | |
| virtual void | OnDisable () |
| On disable, stops listening for CorgiEngine events More... | |
Protected Member Functions inherited from MoreMountains.Tools.MMPathMovement | |
| virtual void | Awake () |
| Initialization More... | |
| virtual void | Start () |
| On Start we store our initial position More... | |
| virtual void | FixedUpdate () |
| virtual void | LateUpdate () |
| virtual void | ExecuteUpdate () |
| On update we keep moving along the path More... | |
| virtual void | Move () |
| Moves the object and determines when a point has been reached More... | |
| virtual void | OnDrawGizmos () |
| On DrawGizmos, we draw lines to show the path the object will follow More... | |
Protected Attributes | |
| Collider2D | _collider2D |
| float | _platformTopY |
| bool | _scriptActivatedAuthorization = false |
| CorgiController | _corgiControllerLastFrame |
| CorgiController | _collidingController = null |
| bool | _collidingWithPlayer |
Protected Attributes inherited from MoreMountains.Tools.MMPathMovement | |
| Vector3 | _originalTransformPosition |
| the original position of the transform, hidden and shouldn't be accessed More... | |
| bool | _originalTransformPositionStatus = false |
| bool | _active =false |
| IEnumerator< Vector3 > | _currentPoint |
| int | _direction = 1 |
| Vector3 | _initialPosition |
| Vector3 | _finalPosition |
| Vector3 | _previousPoint = Vector3.zero |
| float | _waiting =0 |
| int | _currentIndex |
| float | _distanceToNextPoint |
| bool | _endReached = false |
| Vector3 | _positionLastFrame |
| Vector3 | _vector3Zero = Vector3.zero |
Static Protected Attributes | |
| const float | _toleranceY = 0.05f |
Properties | |
| override bool? | CanMove [get] |
| Gets a value indicating whether this instance can move. More... | |
Properties inherited from MoreMountains.Tools.MMPathMovement | |
| virtual Vector3 | CurrentSpeed [getprotected set] |
| returns the current speed at which the object is traveling More... | |
| virtual bool | CanMove [getset] |
| if this is true, the object can move along the path More... | |
Additional Inherited Members | |
Public Types inherited from MoreMountains.Tools.MMPathMovement | |
| enum | PossibleAccelerationType { ConstantSpeed , EaseOut , AnimationCurve } |
| the possible movement types More... | |
| enum | CycleOptions { BackAndForth , Loop , OnlyOnce , StopAtBounds , Random } |
| the possible cycle options More... | |
| enum | MovementDirection { Ascending , Descending } |
| the possible movement directions More... | |
| enum | UpdateModes { Update , FixedUpdate , LateUpdate } |
| whether progress on the pass should be made at update, fixed update or late update More... | |
| enum | AlignmentModes { None , ThisRotation , ParentRotation } |
| whether to align the path on nothing, this object's rotation, or this object's parent's rotation More... | |
Add this component to a platform and it'll be able to follow a path and carry a character
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virtual |
Sets the script authorization to true
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protectedvirtual |
Override this to describe what happens when the end of the path is reached
Reimplemented from MoreMountains.Tools.MMPathMovement.
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Sets the script authorization to false
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protectedvirtual |
Flag inits, initial movement determination, and object positioning
Reimplemented from MoreMountains.Tools.MMPathMovement.
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virtual |
Moves the object along the path according to the specified movement type.
Reimplemented from MoreMountains.Tools.MMPathMovement.
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Forces the moving platform to move to its end position
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Forces the moving platform to move back to its start position
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protectedvirtual |
On disable, stops listening for CorgiEngine events
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protectedvirtual |
On enable, starts listening for CorgiEngine events
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Catches respawn events and resets the platform's position if needed
| eventType |
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When the player respawns, we reset the position and behaviour of this moving platform
| checkpoint | Checkpoint. |
| player | Player. |
Implements MoreMountains.CorgiEngine.Respawnable.
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When entering collision with something, we check if it's a player, and in that case we set our flag accordingly
| collider | Collider. |
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When exiting collision with something, we check if it's a player, and in that case we set our flag accordingly
| collider | Collider. |
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protectedvirtual |
Override this to describe what happens when a point is reached
Reimplemented from MoreMountains.Tools.MMPathMovement.
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Resets the end reached status, allowing you to move in the opposite direction if CycleOption is set to StopAtBounds
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Sets the movement authorization to true or false based on the status set in parameter
| status |
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Sets the script authorization to true if it was false, false if it was true
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protectedvirtual |
On Update, we check if we've started or stopped colliding with a controller, and trigger events if needed
Reimplemented from MoreMountains.Tools.MMPathMovement.
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staticprotected |
| bool MoreMountains.CorgiEngine.MovingPlatform.ChangeDirectionButton |
| MMFeedbacks MoreMountains.CorgiEngine.MovingPlatform.EndReachedFeedback |
a feedback to trigger when the end of the path is reached
| bool MoreMountains.CorgiEngine.MovingPlatform.MoveTowardsEndButton |
| bool MoreMountains.CorgiEngine.MovingPlatform.MoveTowardsStartButton |
| UnityEvent MoreMountains.CorgiEngine.MovingPlatform.OnCharacterEnter |
a UnityEvent fired when a character collides with the platform
| UnityEvent MoreMountains.CorgiEngine.MovingPlatform.OnCharacterExit |
a UnityEvent fired when a character exits the platform
| bool MoreMountains.CorgiEngine.MovingPlatform.OnlyMovesWhenCharacterIsColliding = false |
if true, the object will only move if a character is colliding
| bool MoreMountains.CorgiEngine.MovingPlatform.OnlyMovesWhenPlayerIsColliding = false |
If true, the object will only move when colliding with the player.
| MMFeedbacks MoreMountains.CorgiEngine.MovingPlatform.PointReachedFeedback |
a feedback to trigger when a new point is reached
| bool MoreMountains.CorgiEngine.MovingPlatform.ResetEndReachedButton |
| bool MoreMountains.CorgiEngine.MovingPlatform.ResetPositionWhenPlayerRespawns = false |
If true, this moving platform will reset position and behaviour when the player respawns.
| bool MoreMountains.CorgiEngine.MovingPlatform.ScriptActivated = false |
If true, this platform will only moved when commanded to by another script.
| bool MoreMountains.CorgiEngine.MovingPlatform.StartMovingWhenPlayerIsColliding = false |
If true, the object will start moving when a player collides with it. This requires that ScriptActivated be set to true (and it will set it to true on init otherwise)
| bool MoreMountains.CorgiEngine.MovingPlatform.ToggleButton |
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get |
Gets a value indicating whether this instance can move.
true if this instance can move; otherwise, false.