Do not use this class directly, use TopDownController2D for 2D characters, or TopDownController3D for 3D characters Both of these classes inherit from this one
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virtual void | DetectObstacles (float distance, Vector3 offset) |
| Performs obstacle detection "manually" More...
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virtual void | Impact (Vector3 direction, float force) |
| Use this to apply an impact to a controller, moving it in the specified direction at the specified force More...
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virtual void | SetGravityActive (bool status) |
| Sets gravity active or inactive More...
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virtual void | AddForce (Vector3 movement) |
| Adds the specified force to the controller More...
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virtual void | SetMovement (Vector3 movement) |
| Sets the current movement of the controller to the specified Vector3 More...
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virtual void | MovePosition (Vector3 newPosition, bool targetTransform=false) |
| Moves the controller to the specified position (in world space) More...
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virtual void | ResizeColliderHeight (float newHeight, bool translateCenter=false) |
| Resizes the controller's collider More...
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virtual void | ResetColliderSize () |
| Resets the controller's collider size More...
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virtual bool | CanGoBackToOriginalSize () |
| Returns true if the controller's collider can go back to original size without hitting an obstacle, false otherwise More...
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virtual void | CollisionsOn () |
| Turns the controller's collisions on More...
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virtual void | CollisionsOff () |
| Turns the controller's collisions off More...
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virtual void | SetKinematic (bool state) |
| Sets the controller's rigidbody to Kinematic (or not kinematic) More...
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virtual void | Reset () |
| Resets all values for this controller More...
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Do not use this class directly, use TopDownController2D for 2D characters, or TopDownController3D for 3D characters Both of these classes inherit from this one
◆ AddForce()
virtual void MoreMountains.TopDownEngine.TopDownController.AddForce |
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Vector3 |
movement | ) |
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virtual |
◆ Awake()
virtual void MoreMountains.TopDownEngine.TopDownController.Awake |
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protectedvirtual |
◆ CanGoBackToOriginalSize()
virtual bool MoreMountains.TopDownEngine.TopDownController.CanGoBackToOriginalSize |
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virtual |
◆ CheckIfGrounded()
virtual void MoreMountains.TopDownEngine.TopDownController.CheckIfGrounded |
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protectedvirtual |
◆ CollisionsOff()
virtual void MoreMountains.TopDownEngine.TopDownController.CollisionsOff |
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◆ CollisionsOn()
virtual void MoreMountains.TopDownEngine.TopDownController.CollisionsOn |
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◆ ComputeSpeed()
virtual void MoreMountains.TopDownEngine.TopDownController.ComputeSpeed |
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protectedvirtual |
◆ DetectObstacles()
virtual void MoreMountains.TopDownEngine.TopDownController.DetectObstacles |
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float |
distance, |
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Vector3 |
offset |
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) |
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◆ DetermineDirection()
virtual void MoreMountains.TopDownEngine.TopDownController.DetermineDirection |
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◆ FixedUpdate()
virtual void MoreMountains.TopDownEngine.TopDownController.FixedUpdate |
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protectedvirtual |
◆ HandleFriction()
virtual void MoreMountains.TopDownEngine.TopDownController.HandleFriction |
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protectedvirtual |
◆ Impact()
virtual void MoreMountains.TopDownEngine.TopDownController.Impact |
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Vector3 |
direction, |
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float |
force |
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) |
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virtual |
◆ LateUpdate()
virtual void MoreMountains.TopDownEngine.TopDownController.LateUpdate |
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protectedvirtual |
◆ MovePosition()
virtual void MoreMountains.TopDownEngine.TopDownController.MovePosition |
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Vector3 |
newPosition, |
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bool |
targetTransform = false |
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) |
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virtual |
◆ Reset()
virtual void MoreMountains.TopDownEngine.TopDownController.Reset |
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◆ ResetColliderSize()
virtual void MoreMountains.TopDownEngine.TopDownController.ResetColliderSize |
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◆ ResizeColliderHeight()
virtual void MoreMountains.TopDownEngine.TopDownController.ResizeColliderHeight |
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float |
newHeight, |
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bool |
translateCenter = false |
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) |
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◆ SetGravityActive()
virtual void MoreMountains.TopDownEngine.TopDownController.SetGravityActive |
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bool |
status | ) |
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virtual |
Sets gravity active or inactive
- Parameters
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◆ SetKinematic()
virtual void MoreMountains.TopDownEngine.TopDownController.SetKinematic |
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bool |
state | ) |
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◆ SetMovement()
virtual void MoreMountains.TopDownEngine.TopDownController.SetMovement |
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Vector3 |
movement | ) |
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◆ Update()
virtual void MoreMountains.TopDownEngine.TopDownController.Update |
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protectedvirtual |
◆ _groundedLastFrame
bool MoreMountains.TopDownEngine.TopDownController._groundedLastFrame |
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protected |
◆ _impact
Vector3 MoreMountains.TopDownEngine.TopDownController._impact |
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protected |
◆ _positionLastFrame
Vector3 MoreMountains.TopDownEngine.TopDownController._positionLastFrame |
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protected |
◆ _smallValue
const float MoreMountains.TopDownEngine.TopDownController._smallValue =0.0001f |
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staticprotected |
◆ _speedComputation
Vector3 MoreMountains.TopDownEngine.TopDownController._speedComputation |
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protected |
◆ Acceleration
Vector3 MoreMountains.TopDownEngine.TopDownController.Acceleration |
◆ AddedForce
Vector3 MoreMountains.TopDownEngine.TopDownController.AddedForce |
the current added force, to be added to the character's movement
◆ CrouchedRaycastLengthMultiplier
float MoreMountains.TopDownEngine.TopDownController.CrouchedRaycastLengthMultiplier = 1f |
by default, the length of the raycasts used to get back to normal size will be auto generated based on your character's normal/standing height, but here you can specify a different value
◆ CurrentDirection
Vector3 MoreMountains.TopDownEngine.TopDownController.CurrentDirection |
the direction the character is going in
◆ CurrentMovement
Vector3 MoreMountains.TopDownEngine.TopDownController.CurrentMovement |
the current movement of the character
◆ FreeMovement
bool MoreMountains.TopDownEngine.TopDownController.FreeMovement = true |
whether or not the character is in free movement mode or not
◆ Friction
float MoreMountains.TopDownEngine.TopDownController.Friction |
◆ Gravity
float MoreMountains.TopDownEngine.TopDownController.Gravity = 40f |
the current gravity to apply to our character (positive goes down, negative goes up, higher value, higher acceleration)
◆ GravityActive
bool MoreMountains.TopDownEngine.TopDownController.GravityActive = true |
whether or not the gravity is currently being applied to this character
◆ Grounded
bool MoreMountains.TopDownEngine.TopDownController.Grounded |
whether or not the character is grounded
◆ JustGotGrounded
bool MoreMountains.TopDownEngine.TopDownController.JustGotGrounded |
whether or not the character got grounded this frame
◆ PerformCardinalObstacleRaycastDetection
bool MoreMountains.TopDownEngine.TopDownController.PerformCardinalObstacleRaycastDetection = false |
if this is true, extra raycasts will be cast on all 4 sides to detect obstacles and feed the CollidingWithCardinalObstacle bool, only useful when working with grid movement, or if you need that info for some reason
◆ Speed
Vector3 MoreMountains.TopDownEngine.TopDownController.Speed |
the current speed of the character
◆ Velocity
Vector3 MoreMountains.TopDownEngine.TopDownController.Velocity |
◆ VelocityLastFrame
Vector3 MoreMountains.TopDownEngine.TopDownController.VelocityLastFrame |
the velocity of the character last frame
◆ AppliedImpact
virtual Vector3 MoreMountains.TopDownEngine.TopDownController.AppliedImpact |
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get |
◆ ColliderBottom
virtual Vector3 MoreMountains.TopDownEngine.TopDownController.ColliderBottom |
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get |
the collider's bottom coordinates
◆ ColliderCenter
virtual Vector3 MoreMountains.TopDownEngine.TopDownController.ColliderCenter |
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get |
the collider's center coordinates
◆ ColliderTop
virtual Vector3 MoreMountains.TopDownEngine.TopDownController.ColliderTop |
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get |
the collider's top coordinates
◆ CollidingWithCardinalObstacle
virtual bool MoreMountains.TopDownEngine.TopDownController.CollidingWithCardinalObstacle |
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getset |
◆ DetectedObstacleDown
virtual GameObject MoreMountains.TopDownEngine.TopDownController.DetectedObstacleDown |
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getset |
◆ DetectedObstacleLeft
virtual GameObject MoreMountains.TopDownEngine.TopDownController.DetectedObstacleLeft |
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getset |
◆ DetectedObstacleRight
virtual GameObject MoreMountains.TopDownEngine.TopDownController.DetectedObstacleRight |
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getset |
◆ DetectedObstacleUp
virtual GameObject MoreMountains.TopDownEngine.TopDownController.DetectedObstacleUp |
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getset |
◆ MovingPlatformSpeed
virtual Vector3 MoreMountains.TopDownEngine.TopDownController.MovingPlatformSpeed |
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getset |
the speed of the moving platform
◆ ObjectBelow
virtual GameObject MoreMountains.TopDownEngine.TopDownController.ObjectBelow |
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getset |
the object (if any) below our character
◆ OnAMovingPlatform
virtual bool MoreMountains.TopDownEngine.TopDownController.OnAMovingPlatform |
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getset |
whether or not the character is on a moving platform
◆ SurfaceModifierBelow
virtual SurfaceModifier MoreMountains.TopDownEngine.TopDownController.SurfaceModifierBelow |
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getset |
the surface modifier object below our character (if any)
The documentation for this class was generated from the following file:
- E:/Github/Store/TopDownEngine/Assets/TopDownEngine/Common/Scripts/Characters/Core/TopDownController.cs