Demo character controller, very basic stuff
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virtual void | Start () |
| On Start, we store the character's animator and rigidbody More...
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virtual void | FixedUpdate () |
| On fixed update we move the character and update its animator More...
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virtual void | Movement () |
| Acts on the rigidbody's velocity to move the character based on its current horizontal and vertical values More...
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virtual void | Flip () |
| Flips the character and its dependencies horizontally More...
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virtual void | UpdateAnimator () |
| Updates the animator's parameters More...
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virtual void | OnEnable () |
| On Enable, we start listening to MMInventoryEvents More...
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virtual void | OnDisable () |
| On Disable, we stop listening to MMInventoryEvents More...
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Demo character controller, very basic stuff
◆ FixedUpdate()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.FixedUpdate |
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protectedvirtual |
On fixed update we move the character and update its animator
◆ Flip()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.Flip |
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protectedvirtual |
Flips the character and its dependencies horizontally
◆ Movement()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.Movement |
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protectedvirtual |
Acts on the rigidbody's velocity to move the character based on its current horizontal and vertical values
◆ OnDisable()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.OnDisable |
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protectedvirtual |
On Disable, we stop listening to MMInventoryEvents
◆ OnEnable()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.OnEnable |
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protectedvirtual |
On Enable, we start listening to MMInventoryEvents
◆ OnMMEvent()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.OnMMEvent |
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MMInventoryEvent |
inventoryEvent | ) |
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virtual |
Catches MMInventoryEvents and if it's an "inventory loaded" one, equips the first armor and weapon stored in the corresponding inventories
- Parameters
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◆ SetArmor()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.SetArmor |
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int |
index | ) |
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Sets the current armor.
- Parameters
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◆ SetHorizontalMove()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.SetHorizontalMove |
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float |
value | ) |
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Sets the horizontal move value
- Parameters
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◆ SetMovement()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.SetMovement |
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float |
movementX, |
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float |
movementY |
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Updates the character's movement values for this frame
- Parameters
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movementX | Movement x. |
movementY | Movement y. |
◆ SetVerticalMove()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.SetVerticalMove |
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float |
value | ) |
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Sets the vertical move value
- Parameters
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◆ SetWeapon()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.SetWeapon |
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Sprite |
newSprite, |
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InventoryItem |
item |
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Sets the current weapon sprite
- Parameters
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newSprite | New sprite. |
item | Item. |
◆ Start()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.Start |
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protectedvirtual |
On Start, we store the character's animator and rigidbody
◆ UpdateAnimator()
virtual void MoreMountains.InventoryEngine.InventoryDemoCharacter.UpdateAnimator |
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Updates the animator's parameters
◆ _animator
Animator MoreMountains.InventoryEngine.InventoryDemoCharacter._animator |
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◆ _currentArmor
int MoreMountains.InventoryEngine.InventoryDemoCharacter._currentArmor =0 |
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◆ _currentWeapon
int MoreMountains.InventoryEngine.InventoryDemoCharacter._currentWeapon =0 |
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◆ _horizontalMove
float MoreMountains.InventoryEngine.InventoryDemoCharacter._horizontalMove = 0f |
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◆ _isFacingRight
bool MoreMountains.InventoryEngine.InventoryDemoCharacter._isFacingRight = true |
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◆ _movement
Vector2 MoreMountains.InventoryEngine.InventoryDemoCharacter._movement |
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◆ _rigidBody2D
Rigidbody2D MoreMountains.InventoryEngine.InventoryDemoCharacter._rigidBody2D |
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◆ _verticalMove
float MoreMountains.InventoryEngine.InventoryDemoCharacter._verticalMove = 0f |
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◆ ArmorInventory
Inventory MoreMountains.InventoryEngine.InventoryDemoCharacter.ArmorInventory |
◆ CharacterSpeed
float MoreMountains.InventoryEngine.InventoryDemoCharacter.CharacterSpeed = 300f |
◆ PlayerID
string MoreMountains.InventoryEngine.InventoryDemoCharacter.PlayerID = "Player1" |
◆ WeaponInventory
Inventory MoreMountains.InventoryEngine.InventoryDemoCharacter.WeaponInventory |
◆ WeaponSprite
SpriteRenderer MoreMountains.InventoryEngine.InventoryDemoCharacter.WeaponSprite |
the sprite used to show the current weapon
The documentation for this class was generated from the following file: