Name |
Description |
AICannon |
Static cannon Artificial inteligence. This just fire projectiles enabling 'Attack' in the input every fireDelay To configure Projectile(s) you must add CharacterActionProjectile to your Enemy Character |
AIGoomba |
Patrol Artificial inteligence. Does not require Actions but it's recommended\n If no CharacterActionAirMovement it will froze while on air\n If no CharacterActionGroundMovement it will froze while on ground\n |
AIInput |
Fake input for AI. Allow to manually (by code) control input/actions.\n This way a AI is exactly like a playable character and no code duplication :) |
AIJumper |
Jump until obstacle. NOTE if you want the Jumper to move on ground add: CharacterActionGroundMovement\n TODO follow player (turn always)\n TODO jump delay\n TODO can turn during jump\n |
BoundsExtension |
UnityEngine.Bounds |
Box |
Box Tile A box is a combination of a Character and MovingPlatform. |
BoxTileTrigger |
|
BoxTrigger2D |
Shortcut to create a Trigger2D, configure: BoxCollider2D and Rigidbody2D. *NOTE* BoxCollider2D and Rigidbody2D will be hidden. |
CameraFollow |
Camera follow Character |
CameraFollow.FocusArea |
|
CharacterAction |
|
CharacterActionAirMovement |
Movement while airbone, despite beeing falling, jumping... |
CharacterActionCrounch |
Crounch |
CharacterActionCrounchMovement |
Movement while on ground and not slipping |
CharacterActionFence |
Move in a fence. The character must be completely inside the fence to enter |
CharacterActionGrab |
Grab 'something' and freeze. |
CharacterActionGroundMovement |
Movement while on ground and not slipping |
CharacterActionHorizontalMovement |
Movement while on ground and not slipping |
CharacterActionJump |
Jump while on ground. The rest jumps, are managed here, but using jump properties/type elsewhere, just by calling Jump() / ForceJump()\n NOTE unity-platformer support multiple types of jumps. We just ship one type here, be free to extend!\n NOTE executionOrder should be -20\n TODO force one jump per press, force to release before another jump\n |
CharacterActionLadder |
Climb a ladder |
CharacterActionLiquidMovement |
Movement while below water surface (buoyancy) TODO slopeAccelerationFactor/slopeDeccelerationFactor |
CharacterActionMelee |
Melee attack NOTE Can't be interrupted atm |
CharacterActionMelee.MeleeDamage |
|
CharacterActionMovingPlatforms |
Fall through platforms while pressing down |
CharacterActionProjectile |
Fire projectiles (All or one by one), handles orientation based on the character collisions.faceDir |
CharacterActionProjectile.ProjectileCfg |
|
CharacterActionPull |
Push objects (Box) NOTE require CharacterActionGroundMovement |
CharacterActionPush |
Push objects (Box) NOTE require CharacterActionGroundMovement |
CharacterActionSlipping |
Force character to slip down slope, when slopeAngle > maxClimbAngle NOTE do not apply gravity. Handle the velocity manually so the character is always colliding below |
CharacterActionTimed |
Manage actions that has the loop: cast -> duration -> cooldown . Timeline explanation:\n Character hit the cast action: time = 0 (Play animation if we start casting) action has a castTime. During 0 to castTime we don't deal damage\n action has a durationTime. During castTime to castTime + durationTime we deal damage\n We have to wail from 0 to cooldownTime to cast again |
CharacterActionUseItem |
TODO We need some kind of debounce / Use delay |
CharacterActionWallStick |
Stick at walls. Also perform wall-jumps |
CharacterAnimator |
Animator class Use all data available at Character & cia to know what to play |
CharacterAnimatorSpriter |
Animator using SpriterDotNet TODO queue animation, support start-loop animation |
CharacterAnimatorUnity |
Animator class using UnityEngine.Animator |
CharacterHealth |
Tracks character health and lives. Triggers character damage/death |
CharacterMonitor |
|
Collider2DRenderer |
|
CommentAttribute |
Comment Attribute |
CommentDrawer |
|
Cooldown |
Cooldown helper |
Damage |
Damage info |
DefaultInput |
Keyboard, Touch and Wii Touch use CnControls [https://www.assetstore.unity3d.com/en/#!/content/15233] to enable touch you need to uncomment '\//#define UP_USE_CN_INPUT_MANAGER' at the top of this file\n Wii controls use WiimoteApi [https://github.com/Flafla2/Unity-Wiimote] to enable wiimote support you need to uncomment '\//#define UP_USE_WII_INPUT_MANAGER' at the top of this file |
DefaultInput.InputMapping |
|
Easing |
http://theinstructionlimit.com/wp-content/uploads/2009/07/Easing.cs |
Easing.Power |
|
Easing.Sine |
|
Enemy |
Base class for Enemies |
Fence |
|
Grab |
Grab tile Character grab onto something and stop, like rings grabbing |
HitBox |
|
InputMonitor |
Display a line in the character position with the input (Axis) |
InstancePrefab |
Instance a prefab on start |
IntegrationTestDuration |
|
Item |
|
ItemMovingPlatformController |
|
Jump |
Abstract class for Jumping logic. |
JumpAfterFeetKill |
|
JumpConstant |
Math behind the Jump |
JumpConstantProperties |
|
JumpConstantSpring |
Math behind the Jump |
JumpConstantSpringProperties |
|
JumpVariableHeight |
Variable Jump. Use to create a Min/Max jump depending on how much time the key is pressed |
JumpVariableHeightProperties |
|
Jumper |
|
Ladder |
|
LayerMaskExtension |
UnityEngine.LayerMask |
LevelData |
|
Line |
It's a 3D Line. Include a WYSIWYG Editor: LineInspector.\n NOTE Line is used by MovingPlatform |
LineInspector |
|
Liquid |
|
Log |
Log to file |
MathHelper |
Math helper |
Monitor |
Extend this class to print debug-info at screen |
MovingPlatform |
Moving Platform Tile |
MovingPlatform.PassengerMovement |
Struct to store information about passenger movement |
MovingPlatformController |
|
PlatformerCollider2D |
Handle collisions with the world |
PlatformerCollider2D.CollisionInfo |
|
PlatformerCollider2D.Contacts |
|
PlatformerCollider2DMonitor |
|
PlayerStart |
Create a player at given position |
PolyTrigger2D |
|
PolygonCollider2DExtension |
UnityEngine.PolygonCollider2D |
Projectile |
|
RaycastController |
|
RaycastController.RaycastOrigins |
|
Rope |
Rope tile |
RopeSection |
|
Rotate |
Rotate current object |
TestInputDown |
Input for automated tests |
TestInputLeft |
Go left input for automated tests |
TestInputPatrol |
Patrol (left-right) input for automated tests |
TestInputPatrolJumping |
Unit test input to move a character * Move right until wall, then move left * always jumping |
TestInputPatrolLadder |
Input for automated tests * Move right until wall, then move left * If found a ladder climb |
TestInputRight |
Go right input for automated tests |
Track |
Track tile |
TransformExtension |
UnityEngine.Transform |
Triangulator |
http://wiki.unity3d.com/index.php?title=Triangulator This script can be used to split a 2D polygon into triangles. The algorithm supports concave polygons, but not polygons with holes, or multiple polygons at once. Note: This is a naive triangulation implementation. For more well-distributed triangles, consider using Delaunay triangulation, such as with the script here [1] |
Trigger2D |
Abstract class that contains a ITriggerAble |
Vector3Extension |
UnityEngine.Vector |