Class PlatformerMotor2D
Inheritance
Namespace: Edgar.Unity.Examples.PC2D
Assembly: cs.temp.dll.dll
Syntax
public class PlatformerMotor2D : MonoBehaviour
Fields
additionalRaycastsPerSide
When checking for moving platforms that may have moved into the motor the corners are automatically casted on. This variable impacts how many more casts are made to each side. If the smallest size environment is the same size or bigger than the motor (width and height) then this can be 0. If it's at least half size then this can be 1. Increasing this number allows separation from smaller platform pieces but at a performance cost.
Declaration
public int additionalRaycastsPerSide
Field Value
| Type | Description |
|---|---|
| System.Int32 |
airSpeed
The maximum horizontal speed of the motor in the air.
Declaration
public float airSpeed
Field Value
| Type | Description |
|---|---|
| System.Single |
airStopDistance
The distance the motor will 'slide' to a stop while in the air. Only effects horizontal movement.
Declaration
public float airStopDistance
Field Value
| Type | Description |
|---|---|
| System.Single |
angleAllowedForMoving
The angle of slope the motor is allowed to walk on. It could be a good idea to keep this slightly above the minimum.
Declaration
public float angleAllowedForMoving
Field Value
| Type | Description |
|---|---|
| System.Single |
changeDirectionInAir
If true, then the player can change x direction while jumping. If false, then the x velocity when leaving the ground will be held while in the air
Declaration
public bool changeDirectionInAir
Field Value
| Type | Description |
|---|---|
| System.Boolean |
changeSpeedOnSlopes
Should the speed of the motor change depending of the angle of the slope. This only impacts walking on slopes, not while sliding.
Declaration
public bool changeSpeedOnSlopes
Field Value
| Type | Description |
|---|---|
| System.Boolean |
cornerDistanceCheck
This is the size of the corner check. This can be tweaked with if corner grabs are not working correctly.
Declaration
public float cornerDistanceCheck
Field Value
| Type | Description |
|---|---|
| System.Single |
cornerGrabDuration
The duration, in seconds, that the motor will stick to a corner.
Declaration
public float cornerGrabDuration
Field Value
| Type | Description |
|---|---|
| System.Single |
cornerJumpMultiplier
The jump speed multiplier when jumping from a corner grab. Useful to forcing bigger jumps.
Declaration
public float cornerJumpMultiplier
Field Value
| Type | Description |
|---|---|
| System.Single |
dashCooldown
When the motor will be allowed to dash again after dashing. The cooldown begins at the end of a dash.
Declaration
public float dashCooldown
Field Value
| Type | Description |
|---|---|
| System.Single |
dashDistance
How far the motor will dash.
Declaration
public float dashDistance
Field Value
| Type | Description |
|---|---|
| System.Single |
dashDuration
How long the dash lasts in seconds.
Declaration
public float dashDuration
Field Value
| Type | Description |
|---|---|
| System.Single |
dashEasingFunction
The easing function used during the dash. Pick 'Linear' for just a set speed.
Declaration
public EasingFunctions.Functions dashEasingFunction
Field Value
| Type | Description |
|---|---|
| EasingFunctions.Functions |
distanceToCheckToStick
If stickOnGround is true then the motor will search down for the ground to place itself on. This is how far it is willing to check. This needs to be high enough to account for the distance placed by the motor speed but should be smaller than the difference between environment heights. Play around until a nice value is found.
Declaration
public float distanceToCheckToStick
Field Value
| Type | Description |
|---|---|
| System.Single |
enableCornerGrabs
Are corner grabs allowed? A corner grab is when the motor sticks to a corner.
Declaration
public bool enableCornerGrabs
Field Value
| Type | Description |
|---|---|
| System.Boolean |
enableDashes
Is dashing allowed?
Declaration
public bool enableDashes
Field Value
| Type | Description |
|---|---|
| System.Boolean |
enableOneWayPlatforms
Should the motor check for one way platforms? Set this to false if there aren't any, the motor will be more efficient. This will only have an effect if the motor's collider can't collide with its own layer. If it can then setting this to false won't help, one way platforms or not.
Declaration
public bool enableOneWayPlatforms
Field Value
| Type | Description |
|---|---|
| System.Boolean |
enableSlopes
Should the motor check for any slopes? Set this to false if there are no slopes, the motor will be more efficient.
Declaration
public bool enableSlopes
Field Value
| Type | Description |
|---|---|
| System.Boolean |
enableWallJumps
If wall jumps are allowed.
Declaration
public bool enableWallJumps
Field Value
| Type | Description |
|---|---|
| System.Boolean |
enableWallSlides
If wall slides are allowed. A wall slide is when a motor slides down a wall. This will only take in effect once the stick is over.
Declaration
public bool enableWallSlides
Field Value
| Type | Description |
|---|---|
| System.Boolean |
enableWallSticks
If wall sticking is allowed. A wall sticking is when a motor will 'grab' a wall.
Declaration
public bool enableWallSticks
Field Value
| Type | Description |
|---|---|
| System.Boolean |
endDashNoGravityDuration
Delay (in seconds) before gravity is turned back on after a dash.
Declaration
public float endDashNoGravityDuration
Field Value
| Type | Description |
|---|---|
| System.Single |
envCheckDistance
How far out the motor will check for the environment mask. This value can be tweaked if jump checks are not firing when wanted.
Declaration
public float envCheckDistance
Field Value
| Type | Description |
|---|---|
| System.Single |
extraJumpHeight
The extra height the motor will jump if jump is 'held' down.
Declaration
public float extraJumpHeight
Field Value
| Type | Description |
|---|---|
| System.Single |
fallSpeed
The maximum speed that the motor will fall. Only effects vertical speed when falling.
Declaration
public float fallSpeed
Field Value
| Type | Description |
|---|---|
| System.Single |
fastFallGravityMultiplier
If the motor is in 'fast fall' then the gravityMultiplier is multiplied by the value. Higher number means faster acceleration while falling.
Declaration
public float fastFallGravityMultiplier
Field Value
| Type | Description |
|---|---|
| System.Single |
fastFallSpeed
The maximum speed that the motor will fall during 'fast fall'.
Declaration
public float fastFallSpeed
Field Value
| Type | Description |
|---|---|
| System.Single |
gravityMultiplier
Gravity multiplier to the Physics2D.gravity setting. Works like RigidBody2D's gravityMultiplier.
Declaration
public float gravityMultiplier
Field Value
| Type | Description |
|---|---|
| System.Single |
groundSpeed
The maximum speed the motor will move on the ground, only effects horizontal speed.
Declaration
public float groundSpeed
Field Value
| Type | Description |
|---|---|
| System.Single |
groundStopDistance
The distance the motor will slide to a stop from full speed while on the ground.
Declaration
public float groundStopDistance
Field Value
| Type | Description |
|---|---|
| System.Single |
ignoreMovementAfterJump
After a corner or wall jump, this is how longer horizontal input is ignored.
Declaration
public float ignoreMovementAfterJump
Field Value
| Type | Description |
|---|---|
| System.Single |
iterationDebug
Internal gizmos for iteration debugging.
Declaration
public bool iterationDebug
Field Value
| Type | Description |
|---|---|
| System.Boolean |
jumpHeight
The height the motor will jump when a jump command is issued.
Declaration
public float jumpHeight
Field Value
| Type | Description |
|---|---|
| System.Single |
jumpWindowWhenActivated
The grace period once the motor is told to jump where it will jump.
Declaration
public float jumpWindowWhenActivated
Field Value
| Type | Description |
|---|---|
| System.Single |
jumpWindowWhenFalling
The amount of time once the motor has left an environment that a jump will be allowed.
Declaration
public float jumpWindowWhenFalling
Field Value
| Type | Description |
|---|---|
| System.Single |
ladderSpeed
Maximum horizontal/vertical speed of the motor while climb a ladder
Declaration
public float ladderSpeed
Field Value
| Type | Description |
|---|---|
| System.Single |
minDistanceFromEnv
The distance the motor will separate itself from environment. This is useful to prevent the motor from catching on edges.
Declaration
public float minDistanceFromEnv
Field Value
| Type | Description |
|---|---|
| System.Single |
minimumSpeedToMoveUpSlipperySlope
The speed necessary to try running up a slope that's too steep. If speed is less than the minimum then the motor's velocity is zeroed out and the motor can't try to run up the slope.
Declaration
public float minimumSpeedToMoveUpSlipperySlope
Field Value
| Type | Description |
|---|---|
| System.Single |
movingPlatformDebug
Internal gizmos moving platform debug rendering.
Declaration
public bool movingPlatformDebug
Field Value
| Type | Description |
|---|---|
| System.Boolean |
movingPlatformLayerMask
The layer that contains moving platforms. If there are no moving platforms then make sure this has no layers (value of 0). Optimizations are made in the motor if it isn't expecting any moving platforms.
Declaration
public LayerMask movingPlatformLayerMask
Field Value
| Type | Description |
|---|---|
| LayerMask |
normalizedValidWallInteraction
This is the size of a valid check (normalized to collider height) that will consider wall interactions valid. Starts from the top of the collider and moves down.
Declaration
public float normalizedValidWallInteraction
Field Value
| Type | Description |
|---|---|
| System.Single |
numOfAirJumps
Number of air jumps allowed.
Declaration
public int numOfAirJumps
Field Value
| Type | Description |
|---|---|
| System.Int32 |
numOfIterations
The number of iterations the motor is allowed to make during the fixed update. Lower number will be more performant at a cost of losing some movement when collisions occur.
Declaration
public int numOfIterations
Field Value
| Type | Description |
|---|---|
| System.Int32 |
onAirJump
Delegate to attach to when the motor air jumps (called before onJump).
Declaration
public Action onAirJump
Field Value
| Type | Description |
|---|---|
| Action |
onCornerJump
Delegate to attach to when the motor corner jumps (called before onJump).
Declaration
public Action onCornerJump
Field Value
| Type | Description |
|---|---|
| Action |
onDash
Delegate to attach to when the motor dashes.
Declaration
public Action onDash
Field Value
| Type | Description |
|---|---|
| Action |
onDashEnd
Delegate to attach to when the motor's dash ends.
Declaration
public Action onDashEnd
Field Value
| Type | Description |
|---|---|
| Action |
oneWayPlatformsAreWalls
if enableOneWayPlatforms is disabled how the motor should treat OWP? when both are disabled, OWP are ignored from collisions.
Declaration
public bool oneWayPlatformsAreWalls
Field Value
| Type | Description |
|---|---|
| System.Boolean |
onJump
Delegate to attach to when the motor jumps (ALL JUMPS!).
Declaration
public Action onJump
Field Value
| Type | Description |
|---|---|
| Action |
onJumpEnd
Delegate that notifies, before change state, last jump has ended, reached the maximum allowed. Do not has parity with onJump, this is called when the last Jump ends not when Jump again.
Declaration
public Action onJumpEnd
Field Value
| Type | Description |
|---|---|
| Action |
onLanded
Delegate that notifies that the motor has landed. amountFallen can be queried for distance fallen.
Declaration
public Action onLanded
Field Value
| Type | Description |
|---|---|
| Action |
onSlipping
Delegate that notifies that the motor start slipping.
Declaration
public Action onSlipping
Field Value
| Type | Description |
|---|---|
| Action |
onSlippingEnd
Delegate that notifies, before change state, that the motor end sliping.
Declaration
public Action onSlippingEnd
Field Value
| Type | Description |
|---|---|
| Action |
onWallJump
Delegate to attach to when the motor walls jumps (called before onJump). The vector passed is the normal of the wall.
Declaration
public Action<Vector2> onWallJump
Field Value
| Type | Description |
|---|---|
| Action<Vector2> |
slopeNormal
The normal of the slope the motor is on. This value doesn't have meaning unless onSlope is true.
Declaration
public Vector2 slopeNormal
Field Value
| Type | Description |
|---|---|
| Vector2 |
speedMultiplierOnSlope
If the motor changes speed on slopes then this acts as a multiplier. Lower values will mean bigger slow downs. A value of 1 means that it's only based off of the angle of the slope.
Declaration
public float speedMultiplierOnSlope
Field Value
| Type | Description |
|---|---|
| System.Single |
staticEnvLayerMask
The static environment check mask. This should only be environment that doesn't move.
Declaration
public LayerMask staticEnvLayerMask
Field Value
| Type | Description |
|---|---|
| LayerMask |
stickOnGround
Should the motor stick to the ground when walking down onto a slope or up over a slope? Otherwise the motor may fall onto the slope or have a slight hop when moving up over a slope.
Declaration
public bool stickOnGround
Field Value
| Type | Description |
|---|---|
| System.Boolean |
timeToAirSpeed
The time it takes to move from zero horizontal speed to the maximum speed. This value is used to calculate the acceleration.
Declaration
public float timeToAirSpeed
Field Value
| Type | Description |
|---|---|
| System.Single |
timeToGroundSpeed
How much time does it take for the motor to get from zero speed to max speed. This value is used to calculate the acceleration.
Declaration
public float timeToGroundSpeed
Field Value
| Type | Description |
|---|---|
| System.Single |
timeToWallSlideSpeed
The time, in seconds, to get to wall slide speed.
Declaration
public float timeToWallSlideSpeed
Field Value
| Type | Description |
|---|---|
| System.Single |
wallInteractionCooldown
Cooldown for allowing slides, sticks, and corner grabs. This may be necessary if the motor can slide down a vertical moving platform. If they don't exist then this can be 0.
Declaration
public float wallInteractionCooldown
Field Value
| Type | Description |
|---|---|
| System.Single |
wallInteractionThreshold
The threshold that normalizedXMovement will have to be higher than to consider wall sticks, wall slides, wall jumps, and corner grabs.
Declaration
public float wallInteractionThreshold
Field Value
| Type | Description |
|---|---|
| System.Single |
wallJumpAngle
The angle (degrees) in which the motor will jump away from the wall. 0 is horizontal and 90 is straight up.
Declaration
public float wallJumpAngle
Field Value
| Type | Description |
|---|---|
| System.Single |
wallJumpMultiplier
The jump speed multiplier when wall jumping. This is useful to force bigger jumps off of the wall.
Declaration
public float wallJumpMultiplier
Field Value
| Type | Description |
|---|---|
| System.Single |
wallSlideSpeed
The speed that the motor will slide down the wall.
Declaration
public float wallSlideSpeed
Field Value
| Type | Description |
|---|---|
| System.Single |
wallSticksDuration
The duration of the wall sticks in seconds. Set to a very large number to effectively allow permanent sticks.
Declaration
public float wallSticksDuration
Field Value
| Type | Description |
|---|---|
| System.Single |
Properties
amountFallen
Returns the amount of distance the motor has fallen. Includes fallen fast distance.
Declaration
public float amountFallen { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
amountFastFallen
Returns the amount of distance the motor has fallen fast.
Declaration
public float amountFastFallen { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
amountJumpedFor
Returns the amount the motor has jumped. This ceases to keep calculating after the motor starts to come down.
Declaration
public float amountJumpedFor { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
canDash
If the motor is currently able to dash.
Declaration
public bool canDash { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
collidingAgainst
The surfaces the motor is currently colliding against.
Declaration
public PlatformerMotor2D.CollidedSurface collidingAgainst { get; }
Property Value
| Type | Description |
|---|---|
| PlatformerMotor2D.CollidedSurface |
connectedPlatform
Returns the moving platform that the motor is coupled with. If null then no moving platform.
Declaration
public MovingPlatformMotor2D connectedPlatform { get; }
Property Value
| Type | Description |
|---|---|
| MovingPlatformMotor2D |
dashDirection
Returns the direction of the current dash. If not dashing then returns Vector2.zero.
Declaration
public Vector2 dashDirection { get; }
Property Value
| Type | Description |
|---|---|
| Vector2 |
dashDistanceCalculated
This is the distance calculated for dashed. Not be confused with distanceDashed. This doesn't care if the motor has hit a wall.
Declaration
public float dashDistanceCalculated { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
distanceDashed
Returns the amount of distance dashed. If not dashing then returns 0.
Declaration
public float distanceDashed { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
facingLeft
Since the motor needs to know the facing of the object, this information is made available to anyone else who might need it.
Declaration
public bool facingLeft { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
fallFast
Set this true to have the motor fall faster. Set to false to fall at normal speeds.
Declaration
public bool fallFast { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
frozen
Setting frozen to true will put the motor in a 'frozen' state. All information will be saved and set once unfrozen (the motor also reduces gravity to 0).
Note: This isn't a way to turn off the motor. To turn off the motor, simply set the script to disabled. Note: No delegate (onXXX) will be called
Declaration
public bool frozen { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
inArea
The Areas the motor is currently in.
Declaration
public PlatformerMotor2D.CollidedArea inArea { get; }
Property Value
| Type | Description |
|---|---|
| PlatformerMotor2D.CollidedArea |
jumpingHeld
If jumpingHeld is set to true then the motor will jump further. Set to false if jumping isn't 'held'.
Declaration
public bool jumpingHeld { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
ladderZone
Declaration
public PlatformerMotor2D.LadderZone ladderZone { get; }
Property Value
| Type | Description |
|---|---|
| PlatformerMotor2D.LadderZone |
motorState
Call this to get state information about the motor. This will be information such as if the object is in the air or on the ground. This can be used to set the appropriate animations.
Declaration
public PlatformerMotor2D.MotorState motorState { get; }
Property Value
| Type | Description |
|---|---|
| PlatformerMotor2D.MotorState |
normalizedXMovement
Set the x movement direction. This is multiplied by the max speed. -1 is full left, 1 is full right. Higher numbers will result in faster speed.
Declaration
public float normalizedXMovement { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Single |
normalizedYMovement
Set the y movement direction. This is multiplied by the max speed. -1 is full left, 1 is full right. Higher numbers will result in faster speed. Only used for ladders
Declaration
public float normalizedYMovement { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Single |
onSlope
Whether or not the motor is on a slope. This can be simply walking on a slope or slipping.
Declaration
public bool onSlope { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
timeScale
Set the time scale for the motor. This is independent of the global time scale. Negative values are not supported.
Declaration
public float timeScale { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Single |
velocity
The velocity of the motor. This should be queried instead of the rigidbody's velocity. Setting this during a dash doesn't have any meaning.
Declaration
public Vector2 velocity { get; set; }
Property Value
| Type | Description |
|---|---|
| Vector2 |
Methods
ClearRestrictedArea()
Declaration
public void ClearRestrictedArea()
Dash()
Call this to have the motor try to dash, once called it will be handled in the FixedUpdate tick. This causes the object to dash along their facing (if left or right for side scrollers).
Declaration
public void Dash()
Dash(Vector2)
Send a direction vector to dash allow dashing in a specific direction.
Declaration
public void Dash(Vector2 dir)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | dir | The normalized direction of the dash. |
DisableRestrictedArea()
Declaration
public void DisableRestrictedArea()
DisconnectFromPlatform()
Decouples the motor from the platform. This could be useful for a platform that throw the motor in the air. Call this when when the motor should disconnect then set the appropriate velocity.
Declaration
public void DisconnectFromPlatform()
EnableRestrictedArea()
Declaration
public void EnableRestrictedArea()
EndDash()
Call to end dash immediately.
Declaration
public void EndDash()
EndJump()
Call to end a jump. Causes the motor to stop calculated held speed for a jump.
Declaration
public void EndJump()
ForceDash()
Forces the motor to dash regardless if the motor thinks it is valid or not.
Declaration
public void ForceDash()
ForceDash(Vector2)
Forces a dash along a specified direction.
Declaration
public void ForceDash(Vector2 dir)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | dir | The normalized direction of the dash. |
ForceJump()
This will force a jump to occur even if the motor doesn't think a jump is valid. This function will not work if the motor is dashing.
Declaration
public void ForceJump()
ForceJump(Single)
Force a jump with a custom height.
Declaration
public void ForceJump(float customHeight)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | customHeight | The height the motor should jump to. The extraJumpHeight is still applicable. |
FreedomAreaEnter()
Declaration
public void FreedomAreaEnter()
FreedomAreaExit()
Declaration
public void FreedomAreaExit()
FreedomStateEnter()
Declaration
public void FreedomStateEnter()
FreedomStateExit()
Declaration
public void FreedomStateExit()
IsDashing()
Is the motor Dashing?
Declaration
public bool IsDashing()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsFalling()
is the motor falling? do not include failling fast.
Declaration
public bool IsFalling()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsFallingFast()
is the motor falling fast? do not include failling (normal).
Declaration
public bool IsFallingFast()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsForceSlipping()
Declaration
public bool IsForceSlipping()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsGrounded()
Motor is standing on the floor. Does not include Sliding
Declaration
public bool IsGrounded()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsInAir()
Motor is in mid air?
Declaration
public bool IsInAir()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsJumping()
Is the motor Jumping? include walljumps and airjumps.
Declaration
public bool IsJumping()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsMovingPlatform(GameObject)
Declaration
public bool IsMovingPlatform(GameObject obj)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | obj |
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsOnCorner()
Motor is on corner?
Declaration
public bool IsOnCorner()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsOnFreedomArea()
Declaration
public bool IsOnFreedomArea()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsOnGround()
Motor is standing onto something?
Declaration
public bool IsOnGround()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsOnLadder()
Declaration
public bool IsOnLadder()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsOnWall()
Motor is sticking on a wall or on corner or slidding on a wall.
Declaration
public bool IsOnWall()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsRestricted()
Declaration
public bool IsRestricted()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsSlipping()
Motor is Slipping?
Declaration
public bool IsSlipping()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsStatic(GameObject)
Declaration
public bool IsStatic(GameObject obj)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | obj |
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsUserHandled()
is the motor Jumping? include walljumps and airjumps.
Declaration
public bool IsUserHandled()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsWallSliding()
Motor is sliding on wall?
Declaration
public bool IsWallSliding()
Returns
| Type | Description |
|---|---|
| System.Boolean |
IsWallSticking()
is the motor stick to a wall? Use PressingIntoLeftWall, PressingIntoRightWall to know what wall.
Declaration
public bool IsWallSticking()
Returns
| Type | Description |
|---|---|
| System.Boolean |
Jump()
Call this to have the GameObject try to jump, once called it will be handled in the FixedUpdate tick. The y axis is considered jump.
Declaration
public void Jump()
Jump(Single)
Jump that allows a custom height.
Declaration
public void Jump(float customHeight)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | customHeight | The height the motor should jump to. The extraJumpHeight is still applicable. |
LadderAreaEnter(Bounds, Single, Single)
Declaration
public void LadderAreaEnter(Bounds area, float topHeight = 0F, float bottomHeight = 0F)
Parameters
| Type | Name | Description |
|---|---|---|
| Bounds | area | |
| System.Single | topHeight | |
| System.Single | bottomHeight |
LadderAreaExit()
Declaration
public void LadderAreaExit()
ResetAirJump()
Resets the state for air jumps by setting the counter to 0.
Declaration
public void ResetAirJump()
ResetDashCooldown()
Reset the cooldown for dash.
Declaration
public void ResetDashCooldown()
SetLadderZone(PlatformerMotor2D.LadderZone)
Declaration
public void SetLadderZone(PlatformerMotor2D.LadderZone z)
Parameters
| Type | Name | Description |
|---|---|---|
| PlatformerMotor2D.LadderZone | z |
SetRestrictedArea(Bounds, Boolean)
Declaration
public void SetRestrictedArea(Bounds b, bool disableTop = false)
Parameters
| Type | Name | Description |
|---|---|---|
| Bounds | b | |
| System.Boolean | disableTop |