A class used to handle Feel's Snake demo's snake "head", the part controlled by the player
More...
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virtual void | Turn () |
| Called when turning, rotates the snake's head, changes its direction, plays a feedback More...
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virtual void | Teleport () |
| Called by the snake head's MMViewportEdgeTeleporter, defines what happens when the snake is teleported to the other side of the screen More...
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virtual void | Eat () |
| Called when eating food, triggers visual effects, increases points, plays a feedback More...
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virtual void | EatEffect () |
| When eating food, we instantiate a new body part unless we've reached our limit More...
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virtual void | Lose (SnakeBodyPart part) |
| When we lose a body part, we play a feedback, destroy the last part, lose points, and update our points display More...
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void | Awake () |
| On Awake, we initialize our snake's points, speed, position recorder, and body parts container More...
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virtual void | Update () |
| Every frame, we check for input and move our snake's head More...
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virtual void | HandleInput () |
| Every frame, looks for turn input More...
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virtual void | HandleMovement () |
| Every frame, moves the snake's head's position More...
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virtual IEnumerator | TeleportCo () |
| A coroutine used to teleport the snake to the other side of the screen More...
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virtual IEnumerator | EatCo () |
| A coroutine used to go through every snake body part and trigger its Eat MMFeedbacks More...
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A class used to handle Feel's Snake demo's snake "head", the part controlled by the player
◆ Awake()
void MoreMountains.Feel.Snake.Awake |
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On Awake, we initialize our snake's points, speed, position recorder, and body parts container
◆ Eat()
virtual void MoreMountains.Feel.Snake.Eat |
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Called when eating food, triggers visual effects, increases points, plays a feedback
◆ EatCo()
virtual IEnumerator MoreMountains.Feel.Snake.EatCo |
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protectedvirtual |
A coroutine used to go through every snake body part and trigger its Eat MMFeedbacks
◆ EatEffect()
virtual void MoreMountains.Feel.Snake.EatEffect |
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When eating food, we instantiate a new body part unless we've reached our limit
◆ HandleInput()
virtual void MoreMountains.Feel.Snake.HandleInput |
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protectedvirtual |
Every frame, looks for turn input
◆ HandleMovement()
virtual void MoreMountains.Feel.Snake.HandleMovement |
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protectedvirtual |
Every frame, moves the snake's head's position
◆ Lose()
When we lose a body part, we play a feedback, destroy the last part, lose points, and update our points display
- Parameters
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◆ Teleport()
virtual void MoreMountains.Feel.Snake.Teleport |
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Called by the snake head's MMViewportEdgeTeleporter, defines what happens when the snake is teleported to the other side of the screen
◆ TeleportCo()
virtual IEnumerator MoreMountains.Feel.Snake.TeleportCo |
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protectedvirtual |
A coroutine used to teleport the snake to the other side of the screen
- Returns
◆ Turn()
virtual void MoreMountains.Feel.Snake.Turn |
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Called when turning, rotates the snake's head, changes its direction, plays a feedback
◆ Update()
virtual void MoreMountains.Feel.Snake.Update |
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Every frame, we check for input and move our snake's head
◆ _lastFoodEatenAt
float MoreMountains.Feel.Snake._lastFoodEatenAt = -100f |
◆ _lastLostPart
float MoreMountains.Feel.Snake._lastLostPart = 0f |
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◆ _newPosition
Vector3 MoreMountains.Feel.Snake._newPosition |
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◆ _recorder
◆ _snakeBodyParts
◆ _speed
float MoreMountains.Feel.Snake._speed |
◆ _speedMultiplier
float MoreMountains.Feel.Snake._speedMultiplier |
◆ BodyPartPrefab
the prefab to use for body parts
◆ BodyPartsOffset
int MoreMountains.Feel.Snake.BodyPartsOffset = 7 |
the offset to apply between two parts
◆ BoostDuration
float MoreMountains.Feel.Snake.BoostDuration = 2f |
the duration of the boost, in seconds
◆ BoostMultiplier
float MoreMountains.Feel.Snake.BoostMultiplier = 2f |
the speed multiplier to apply to the speed when boosting
◆ Direction
Vector3 MoreMountains.Feel.Snake.Direction = Vector2.right |
the current direction of the snake
◆ EatFeedback
a feedback to play when eating snake food
◆ LoseFeedback
a feedback to play when losing a body part
◆ MaxAmountOfBodyParts
int MoreMountains.Feel.Snake.MaxAmountOfBodyParts = 10 |
the maximum amount of body parts for this snake
◆ MinTimeBetweenLostParts
float MoreMountains.Feel.Snake.MinTimeBetweenLostParts = 2f |
the minimum duration, in seconds, between 2 allowed parts losses
◆ NormalSpeedMultiplier
float MoreMountains.Feel.Snake.NormalSpeedMultiplier = 1f |
the speed multiplier to apply at most times
◆ SnakePoints
int MoreMountains.Feel.Snake.SnakePoints = 0 |
◆ Speed
float MoreMountains.Feel.Snake.Speed = 5f |
the snake's movement speed
◆ SpeedChangeRate
float MoreMountains.Feel.Snake.SpeedChangeRate = 0.2f |
the rate at which speed should vary
◆ TeleportFeedback
a feedback to play when the snake teleports to the other side of the screen
◆ TeleportOnceFeedback
MMFeedbacks MoreMountains.Feel.Snake.TeleportOnceFeedback |
a feedback to play when teleporting once
◆ TurnFeedback
a feedback to play when the snake turns
The documentation for this class was generated from the following file:
- F:/Github/Store/Feel/Assets/Feel/FeelDemos/Snake/Scripts/Snake.cs