Add this script to a platform and it'll fall down when walked upon by a playable character Add an AutoRespawn component to your platform and it'll get reset when your character dies
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Add this script to a platform and it'll fall down when walked upon by a playable character Add an AutoRespawn component to your platform and it'll get reset when your character dies
◆ FallingPlatformStates
the possible states for the platform
Enumerator |
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Idle | |
Shaking | |
Falling | |
◆ DisableFallingPlatform()
virtual void MoreMountains.TopDownEngine.FallingPlatform3D.DisableFallingPlatform |
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protectedvirtual |
Disables the falling platform. We're not destroying it, so we can revive it on respawn
◆ FixedUpdate()
virtual void MoreMountains.TopDownEngine.FallingPlatform3D.FixedUpdate |
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protectedvirtual |
This is called every frame.
◆ Initialization()
virtual void MoreMountains.TopDownEngine.FallingPlatform3D.Initialization |
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protectedvirtual |
Grabs components and saves initial position and timer
◆ OnRevive()
virtual void MoreMountains.TopDownEngine.FallingPlatform3D.OnRevive |
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protectedvirtual |
On Revive we restore this platform's state
◆ OnTriggerExit()
virtual void MoreMountains.TopDownEngine.FallingPlatform3D.OnTriggerExit |
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Collider |
collider | ) |
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protectedvirtual |
Triggered when a TopDownController exits the platform
- Parameters
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controller | The TopDown controller that collides with the platform. |
◆ OnTriggerStay()
virtual void MoreMountains.TopDownEngine.FallingPlatform3D.OnTriggerStay |
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Collider |
collider | ) |
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virtual |
Triggered when a TopDownController touches the platform
- Parameters
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controller | The TopDown controller that collides with the platform. |
◆ Start()
virtual void MoreMountains.TopDownEngine.FallingPlatform3D.Start |
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protectedvirtual |
◆ UpdateAnimator()
virtual void MoreMountains.TopDownEngine.FallingPlatform3D.UpdateAnimator |
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protectedvirtual |
Updates the block's animator.
◆ _animator
Animator MoreMountains.TopDownEngine.FallingPlatform3D._animator |
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protected |
◆ _bounds
Bounds MoreMountains.TopDownEngine.FallingPlatform3D._bounds |
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protected |
◆ _collider
Collider MoreMountains.TopDownEngine.FallingPlatform3D._collider |
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protected |
◆ _contact
bool MoreMountains.TopDownEngine.FallingPlatform3D._contact = false |
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protected |
◆ _initialPosition
Vector3 MoreMountains.TopDownEngine.FallingPlatform3D._initialPosition |
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protected |
◆ _newPosition
Vector2 MoreMountains.TopDownEngine.FallingPlatform3D._newPosition |
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protected |
◆ _platformTopY
float MoreMountains.TopDownEngine.FallingPlatform3D._platformTopY |
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protected |
◆ _rigidbody
Rigidbody MoreMountains.TopDownEngine.FallingPlatform3D._rigidbody |
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protected |
◆ _timer
float MoreMountains.TopDownEngine.FallingPlatform3D._timer |
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protected |
◆ InevitableFall
bool MoreMountains.TopDownEngine.FallingPlatform3D.InevitableFall = false |
if this is true, the platform will fall inevitably once touched
◆ NonPhysicsFallSpeed
float MoreMountains.TopDownEngine.FallingPlatform3D.NonPhysicsFallSpeed = 2f |
the speed at which the platforms falls
◆ State
the platform's current state
◆ TimeBeforeFall
float MoreMountains.TopDownEngine.FallingPlatform3D.TimeBeforeFall = 2f |
the time (in seconds) before the fall of the platform
◆ UsePhysics
bool MoreMountains.TopDownEngine.FallingPlatform3D.UsePhysics = true |
if this is true, the object's rigidbody will be turned non kinematic when falling. Only works in 3D.
The documentation for this class was generated from the following file: