|
| bool | UseSafeDistance = false |
| | whether or not to use Safe Distance mode, to force the character to move onto the platform
|
| float | ForcedSafeDistance = 1f |
| | the distance to move the character at in safe distance mode
|
| 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
|
| List< MMPathMovementElement > | PathElements |
| | the points that make up the path the object will follow
|
| AlignmentModes | AlignmentMode = AlignmentModes.None |
| | whether to align the path on nothing, this object's rotation, or this object's parent's rotation
|
| float | MovementSpeed = 1 |
| | the movement speed
|
| PossibleAccelerationType | AccelerationType = PossibleAccelerationType.ConstantSpeed |
| | the movement type of the object
|
| 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.
|
| UpdateModes | UpdateMode = UpdateModes.Update |
| | the chosen update mode (update, fixed update, late update)
|
| float | MinDistanceToGoal = .1f |
| | the minimum distance to a point at which we'll arbitrarily decide the point's been reached
|
|
| virtual void | AttachCharacterToMovingPlatform (Collider2D collider) |
| virtual void | DetachCharacterFromPlatform (Collider2D collider) |
| virtual void | OnTriggerEnter2D (Collider2D collider) |
| | When something collides, if it's a top down controller, we assign this platform to it.
|
| virtual void | OnTriggerExit2D (Collider2D collider) |
| | When something stops colliding, if it's a top down controller, we unassign this platform to it.
|
| virtual void | Awake () |
| | Initialization.
|
| virtual void | Start () |
| | On Start we store our initial position.
|
| virtual void | Initialization () |
| | Flag inits, initial movement determination, and object positioning.
|
| virtual void | FixedUpdate () |
| virtual void | LateUpdate () |
| virtual void | Update () |
| virtual void | PointReached () |
| | Override this to describe what happens when a point is reached.
|
| virtual void | EndReached () |
| | Override this to describe what happens when the end of the path is reached.
|
| virtual void | ExecuteUpdate () |
| | On update we keep moving along the path.
|
| virtual void | Move () |
| | Moves the object and determines when a point has been reached.
|
| virtual void | OnDrawGizmos () |
| | On DrawGizmos, we draw lines to show the path the object will follow.
|
|
| 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...
|
| virtual void | ResetPath () |
| | A public method you can call to reset the path.
|
| virtual void | MoveAlongThePath () |
| | Moves the object along the path according to the specified movement type.
|
| virtual IEnumerator< Vector3 > | GetPathEnumerator () |
| | Returns the current target point in the path.
|
| virtual void | ChangeDirection () |
| | Call this method to force a change in direction at any time.
|
| virtual Vector3 | PointPosition (int index) |
| virtual Vector3 | PointPosition (Vector3 relativePointPosition) |
| virtual void | UpdateOriginalTransformPosition (Vector3 newOriginalTransformPosition) |
| | Updates the original transform position.
|
| virtual Vector3 | GetOriginalTransformPosition () |
| | Gets the original transform position.
|
| virtual void | SetOriginalTransformPositionStatus (bool status) |
| | Sets the original transform position status.
|
| virtual bool | GetOriginalTransformPositionStatus () |
| | Gets the original transform position status.
|
| virtual Vector3 | CurrentSpeed [get, protected set] |
| | returns the current speed at which the object is traveling
|
| virtual bool | CanMove [get, set] |
| | if this is true, the object can move along the path
|
A class to handle a platform that moves in 2D along a set of nodes.