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bool | UseSafeDistance = false |
| whether or not to use Safe Distance mode, to force the character to move onto the platform More...
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float | ForcedSafeDistance = 1f |
| the distance to move the character at in safe distance mode More...
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CycleOptions | CycleOption |
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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 More...
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List< MMPathMovementElement > | PathElements |
| the points that make up the path the object will follow More...
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AlignmentModes | AlignmentMode = AlignmentModes.None |
| whether to align the path on nothing, this object's rotation, or this object's parent's rotation More...
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float | MovementSpeed = 1 |
| the movement speed More...
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PossibleAccelerationType | AccelerationType = PossibleAccelerationType.ConstantSpeed |
| the movement type of the object More...
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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. More...
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UpdateModes | UpdateMode = UpdateModes.Update |
| the chosen update mode (update, fixed update, late update) More...
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float | MinDistanceToGoal = .1f |
| the minimum distance to a point at which we'll arbitrarily decide the point's been reached More...
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enum | PossibleAccelerationType { PossibleAccelerationType.ConstantSpeed,
PossibleAccelerationType.EaseOut,
PossibleAccelerationType.AnimationCurve
} |
| the possible movement types More...
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enum | CycleOptions {
CycleOptions.BackAndForth,
CycleOptions.Loop,
CycleOptions.OnlyOnce,
CycleOptions.StopAtBounds,
CycleOptions.Random
} |
| the possible cycle options More...
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enum | MovementDirection { MovementDirection.Ascending,
MovementDirection.Descending
} |
| the possible movement directions More...
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enum | UpdateModes { UpdateModes.Update,
UpdateModes.FixedUpdate,
UpdateModes.LateUpdate
} |
| whether progress on the pass should be made at update, fixed update or late update More...
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enum | AlignmentModes { AlignmentModes.None,
AlignmentModes.ThisRotation,
AlignmentModes.ParentRotation
} |
| whether to align the path on nothing, this object's rotation, or this object's parent's rotation More...
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virtual void | ResetPath () |
| A public method you can call to reset the path More...
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virtual void | MoveAlongThePath () |
| Moves the object along the path according to the specified movement type. More...
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virtual IEnumerator< Vector3 > | GetPathEnumerator () |
| Returns the current target point in the path More...
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virtual void | ChangeDirection () |
| Call this method to force a change in direction at any time More...
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virtual Vector3 | PointPosition (int index) |
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virtual Vector3 | PointPosition (Vector3 relativePointPosition) |
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virtual void | UpdateOriginalTransformPosition (Vector3 newOriginalTransformPosition) |
| Updates the original transform position. More...
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virtual Vector3 | GetOriginalTransformPosition () |
| Gets the original transform position. More...
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virtual void | SetOriginalTransformPositionStatus (bool status) |
| Sets the original transform position status. More...
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virtual bool | GetOriginalTransformPositionStatus () |
| Gets the original transform position status. More...
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virtual Vector3 | CurrentSpeed [get, protected set] |
| returns the current speed at which the object is traveling More...
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virtual bool | CanMove [get, set] |
| if this is true, the object can move along the path More...
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A class to handle a platform that moves in 2D along a set of nodes