TopDown Engine v4.5
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MoreMountains.TopDownEngine.MovingPlatform2D Class Reference

A class to handle a platform that moves in 2D along a set of nodes. More...

Inheritance diagram for MoreMountains.TopDownEngine.MovingPlatform2D:
MoreMountains.Tools.MMPathMovement

Public Attributes

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
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
List< MMPathMovementElementPathElements
 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

Protected Member Functions

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.
Protected Member Functions inherited from MoreMountains.Tools.MMPathMovement
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.

Protected Attributes

TopDownController2D _topdDownController2D
Vector3 _translationVector
Protected Attributes inherited from MoreMountains.Tools.MMPathMovement
Vector3 _originalTransformPosition
 the original position of the transform, hidden and shouldn't be accessed
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

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...
Public Member Functions inherited from MoreMountains.Tools.MMPathMovement
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.
Properties inherited from MoreMountains.Tools.MMPathMovement
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

Detailed Description

A class to handle a platform that moves in 2D along a set of nodes.

Member Function Documentation

◆ AttachCharacterToMovingPlatform()

virtual void MoreMountains.TopDownEngine.MovingPlatform2D.AttachCharacterToMovingPlatform ( Collider2D collider)
protectedvirtual

◆ DetachCharacterFromPlatform()

virtual void MoreMountains.TopDownEngine.MovingPlatform2D.DetachCharacterFromPlatform ( Collider2D collider)
protectedvirtual

◆ OnTriggerEnter2D()

virtual void MoreMountains.TopDownEngine.MovingPlatform2D.OnTriggerEnter2D ( Collider2D collider)
protectedvirtual

When something collides, if it's a top down controller, we assign this platform to it.

Parameters
collider

◆ OnTriggerExit2D()

virtual void MoreMountains.TopDownEngine.MovingPlatform2D.OnTriggerExit2D ( Collider2D collider)
protectedvirtual

When something stops colliding, if it's a top down controller, we unassign this platform to it.

Parameters
collider

Member Data Documentation

◆ _topdDownController2D

TopDownController2D MoreMountains.TopDownEngine.MovingPlatform2D._topdDownController2D
protected

◆ _translationVector

Vector3 MoreMountains.TopDownEngine.MovingPlatform2D._translationVector
protected

◆ ForcedSafeDistance

float MoreMountains.TopDownEngine.MovingPlatform2D.ForcedSafeDistance = 1f

the distance to move the character at in safe distance mode

◆ UseSafeDistance

bool MoreMountains.TopDownEngine.MovingPlatform2D.UseSafeDistance = false

whether or not to use Safe Distance mode, to force the character to move onto the platform


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Environment/MovingPlatform2D.cs