C# Class UnityPlatformer.CharacterAnimator

Animator class Use all data available at Character & cia to know what to play
Inheritance: UnityEngine.MonoBehaviour, IUpdateEntity
Afficher le fichier Open project: llafuente/unity-platformer

Méthodes publiques

Свойство Type Description
attackMelee string
character Character
crounchIdle string
crounchWalk string
fenceDown string
fenceIdle string
fenceLeft string
fenceRight string
fenceUp string
grabbing string
idle string
jump string
ladder string
maxSlope float
pulling string
pushing string
rope string
rotateOnSlopes bool
slipping string
swimming string
walk string
wallsliding string

Méthodes publiques

Méthode Description
GetAnimationLength ( string animation ) : float

Get animation length in seconds

LatePlatformerUpdate ( float delta ) : void

do nothing

OnAreaChange ( Areas before, Areas after ) : void

Not used atm

OnDisable ( ) : void

sync UpdateManager

OnEnable ( ) : void

sync UpdateManager

OnInjuredCharacter ( Damage dt, CharacterHealth h, Character to ) : void

Not used atm

OnStateChange ( States before, States after ) : void

Not used atm

PlatformerUpdate ( float delta ) : void

Calculate what animation to play and do it!

Play ( string animation ) : void

Play animation NOTE this method should check that it's not currently playing the given animation, because each PlatformerUpdate you will recieve the same animation

PlaybackSpeed ( float speed ) : void

Set playback speed. 1: normal\n 0-1: slow-motion\n >1: fast-motion

Start ( ) : void

Start listening

StartPlayback ( ) : void

Continue playing current animation

StopPlayback ( ) : void

Stop current animation

Method Details

GetAnimationLength() public abstract méthode

Get animation length in seconds
public abstract GetAnimationLength ( string animation ) : float
animation string
Résultat float

LatePlatformerUpdate() public méthode

do nothing
public LatePlatformerUpdate ( float delta ) : void
delta float
Résultat void

OnAreaChange() public méthode

Not used atm
public OnAreaChange ( Areas before, Areas after ) : void
before Areas
after Areas
Résultat void

OnDisable() public méthode

sync UpdateManager
public OnDisable ( ) : void
Résultat void

OnEnable() public méthode

sync UpdateManager
public OnEnable ( ) : void
Résultat void

OnInjuredCharacter() public méthode

Not used atm
public OnInjuredCharacter ( Damage dt, CharacterHealth h, Character to ) : void
dt Damage
h CharacterHealth
to Character
Résultat void

OnStateChange() public méthode

Not used atm
public OnStateChange ( States before, States after ) : void
before States
after States
Résultat void

PlatformerUpdate() public méthode

Calculate what animation to play and do it!
public PlatformerUpdate ( float delta ) : void
delta float
Résultat void

Play() public abstract méthode

Play animation NOTE this method should check that it's not currently playing the given animation, because each PlatformerUpdate you will recieve the same animation
public abstract Play ( string animation ) : void
animation string
Résultat void

PlaybackSpeed() public abstract méthode

Set playback speed. 1: normal\n 0-1: slow-motion\n >1: fast-motion
public abstract PlaybackSpeed ( float speed ) : void
speed float
Résultat void

Start() public méthode

Start listening
public Start ( ) : void
Résultat void

StartPlayback() public abstract méthode

Continue playing current animation
public abstract StartPlayback ( ) : void
Résultat void

StopPlayback() public abstract méthode

Stop current animation
public abstract StopPlayback ( ) : void
Résultat void

Property Details

attackMelee public_oe property

public string attackMelee
Résultat string

character public_oe property

Character
public Character character
Résultat Character

crounchIdle public_oe property

public string crounchIdle
Résultat string

crounchWalk public_oe property

public string crounchWalk
Résultat string

fenceDown public_oe property

public string fenceDown
Résultat string

fenceIdle public_oe property

public string fenceIdle
Résultat string

fenceLeft public_oe property

public string fenceLeft
Résultat string

fenceRight public_oe property

public string fenceRight
Résultat string

fenceUp public_oe property

public string fenceUp
Résultat string

grabbing public_oe property

public string grabbing
Résultat string

idle public_oe property

public string idle
Résultat string

jump public_oe property

public string jump
Résultat string

ladder public_oe property

public string ladder
Résultat string

maxSlope public_oe property

Max rotation slope, above this value it will be 0º
public float maxSlope
Résultat float

pulling public_oe property

public string pulling
Résultat string

pushing public_oe property

public string pushing
Résultat string

rope public_oe property

public string rope
Résultat string

rotateOnSlopes public_oe property

When a player is on a slope rotate the player the same angle?
public bool rotateOnSlopes
Résultat bool

slipping public_oe property

public string slipping
Résultat string

swimming public_oe property

public string swimming
Résultat string

walk public_oe property

public string walk
Résultat string

wallsliding public_oe property

public string wallsliding
Résultat string