Feel  3.16
The best way to improve your game's feel and make it extra juicy
MoreMountains.Feel.Falcon Class Reference
Inheritance diagram for MoreMountains.Feel.Falcon:

Public Attributes

KeyCode ActionKey = KeyCode.Space
 a key to use to jump More...
 
KeyCode ActionKeyAlt = KeyCode.Joystick1Button0
 a secondary key to use to jump More...
 
List< MMWiggleWigglers
 the various wigglers that make the car move More...
 
MMWiggle CameraWiggler
 the wiggler associated to the camera More...
 
MMPanningTexture Offsetter
 the ground's panning texture More...
 
List< ParticleSystem > ParticleLoops
 the particles that are supposed to loop (rocks etc) More...
 
List< ParticleSystem > ParticleEmitters
 the on/off emitters (wind, smoke) More...
 
List< MMAutoRotateAutoRotaters
 the wheels' auto rotators More...
 
float RotationSpeed = 20f
 the speed at which the wheel should rotate More...
 
MMFeedbacks DriveFeedback
 a feedback to call when the car starts driving More...
 
MMFeedbacks StopFeedback
 a feedback to call when the car stops More...
 

Protected Member Functions

virtual void Start ()
 On Start, we turn the car off More...
 
virtual void SetCar (bool status)
 Turns the car on or off depending on the status passed in parameters More...
 
virtual void Update ()
 On Update we look for input More...
 
virtual void HandleInput ()
 Detects input More...
 
virtual void HandleCar ()
 Every frame, rotates the wheel if needed More...
 
virtual void Drive ()
 Makes the car drive, plays a feedback if it's just starting to turn this frame More...
 
virtual void TurnStop ()
 Stops the car More...
 

Protected Attributes

bool _turning
 

Member Function Documentation

◆ Drive()

virtual void MoreMountains.Feel.Falcon.Drive ( )
protectedvirtual

Makes the car drive, plays a feedback if it's just starting to turn this frame

◆ HandleCar()

virtual void MoreMountains.Feel.Falcon.HandleCar ( )
protectedvirtual

Every frame, rotates the wheel if needed

◆ HandleInput()

virtual void MoreMountains.Feel.Falcon.HandleInput ( )
protectedvirtual

Detects input

◆ SetCar()

virtual void MoreMountains.Feel.Falcon.SetCar ( bool  status)
protectedvirtual

Turns the car on or off depending on the status passed in parameters

Parameters
status

◆ Start()

virtual void MoreMountains.Feel.Falcon.Start ( )
protectedvirtual

On Start, we turn the car off

◆ TurnStop()

virtual void MoreMountains.Feel.Falcon.TurnStop ( )
protectedvirtual

Stops the car

◆ Update()

virtual void MoreMountains.Feel.Falcon.Update ( )
protectedvirtual

On Update we look for input

Member Data Documentation

◆ _turning

bool MoreMountains.Feel.Falcon._turning
protected

◆ ActionKey

KeyCode MoreMountains.Feel.Falcon.ActionKey = KeyCode.Space

a key to use to jump

◆ ActionKeyAlt

KeyCode MoreMountains.Feel.Falcon.ActionKeyAlt = KeyCode.Joystick1Button0

a secondary key to use to jump

◆ AutoRotaters

List<MMAutoRotate> MoreMountains.Feel.Falcon.AutoRotaters

the wheels' auto rotators

◆ CameraWiggler

MMWiggle MoreMountains.Feel.Falcon.CameraWiggler

the wiggler associated to the camera

◆ DriveFeedback

MMFeedbacks MoreMountains.Feel.Falcon.DriveFeedback

a feedback to call when the car starts driving

◆ Offsetter

MMPanningTexture MoreMountains.Feel.Falcon.Offsetter

the ground's panning texture

◆ ParticleEmitters

List<ParticleSystem> MoreMountains.Feel.Falcon.ParticleEmitters

the on/off emitters (wind, smoke)

◆ ParticleLoops

List<ParticleSystem> MoreMountains.Feel.Falcon.ParticleLoops

the particles that are supposed to loop (rocks etc)

◆ RotationSpeed

float MoreMountains.Feel.Falcon.RotationSpeed = 20f

the speed at which the wheel should rotate

◆ StopFeedback

MMFeedbacks MoreMountains.Feel.Falcon.StopFeedback

a feedback to call when the car stops

◆ Wigglers

List<MMWiggle> MoreMountains.Feel.Falcon.Wigglers

the various wigglers that make the car move


The documentation for this class was generated from the following file: