Feel
5.1
The best way to improve your game's feel and make it extra juicy
|
Add this component to an object and it'll be able to move along a path defined from its inspector. More...
Public Types | |
enum | PossibleAccelerationType { PossibleAccelerationType.ConstantSpeed, PossibleAccelerationType.EaseOut, PossibleAccelerationType.AnimationCurve } |
the possible movement types More... | |
enum | CycleOptions { CycleOptions.BackAndForth, CycleOptions.Loop, CycleOptions.OnlyOnce, CycleOptions.StopAtBounds, CycleOptions.Random } |
the possible cycle options More... | |
enum | MovementDirection { MovementDirection.Ascending, MovementDirection.Descending } |
the possible movement directions More... | |
enum | UpdateModes { UpdateModes.Update, UpdateModes.FixedUpdate, UpdateModes.LateUpdate } |
whether progress on the pass should be made at update, fixed update or late update More... | |
enum | AlignmentModes { AlignmentModes.None, AlignmentModes.ThisRotation, AlignmentModes.ParentRotation } |
whether to align the path on nothing, this object's rotation, or this object's parent's rotation More... | |
Public Member Functions | |
virtual void | ResetPath () |
A public method you can call to reset the path More... | |
virtual void | MoveAlongThePath () |
Moves the object along the path according to the specified movement type. More... | |
virtual IEnumerator< Vector3 > | GetPathEnumerator () |
Returns the current target point in the path More... | |
virtual void | ChangeDirection () |
Call this method to force a change in direction at any time More... | |
virtual Vector3 | PointPosition (int index) |
virtual Vector3 | PointPosition (Vector3 relativePointPosition) |
virtual void | UpdateOriginalTransformPosition (Vector3 newOriginalTransformPosition) |
Updates the original transform position. More... | |
virtual Vector3 | GetOriginalTransformPosition () |
Gets the original transform position. More... | |
virtual void | SetOriginalTransformPositionStatus (bool status) |
Sets the original transform position status. More... | |
virtual bool | GetOriginalTransformPositionStatus () |
Gets the original transform position status. More... | |
Public Attributes | |
CycleOptions | CycleOption |
MovementDirection | LoopInitialMovementDirection = MovementDirection.Ascending |
the initial movement direction : ascending > will go from the points 0 to 1, 2, etc ; descending > will go from the last point to last-1, last-2, etc More... | |
List< MMPathMovementElement > | PathElements |
the points that make up the path the object will follow More... | |
AlignmentModes | AlignmentMode = AlignmentModes.None |
whether to align the path on nothing, this object's rotation, or this object's parent's rotation More... | |
float | MovementSpeed = 1 |
the movement speed More... | |
PossibleAccelerationType | AccelerationType = PossibleAccelerationType.ConstantSpeed |
the movement type of the object More... | |
AnimationCurve | Acceleration = new AnimationCurve(new Keyframe(0,1f),new Keyframe(1f,0f)) |
the acceleration to apply to an object traveling between two points of the path. More... | |
UpdateModes | UpdateMode = UpdateModes.Update |
the chosen update mode (update, fixed update, late update) More... | |
float | MinDistanceToGoal = .1f |
the minimum distance to a point at which we'll arbitrarily decide the point's been reached More... | |
Protected Member Functions | |
virtual void | Awake () |
Initialization More... | |
virtual void | Start () |
On Start we store our initial position More... | |
virtual void | Initialization () |
Flag inits, initial movement determination, and object positioning More... | |
virtual void | FixedUpdate () |
virtual void | LateUpdate () |
virtual void | Update () |
virtual void | PointReached () |
Override this to describe what happens when a point is reached More... | |
virtual void | EndReached () |
Override this to describe what happens when the end of the path is reached More... | |
virtual void | ExecuteUpdate () |
On update we keep moving along the path More... | |
virtual void | Move () |
Moves the object and determines when a point has been reached More... | |
virtual void | OnDrawGizmos () |
On DrawGizmos, we draw lines to show the path the object will follow More... | |
Protected Attributes | |
Vector3 | _originalTransformPosition |
the original position of the transform, hidden and shouldn't be accessed More... | |
bool | _originalTransformPositionStatus = false |
bool | _active =false |
IEnumerator< Vector3 > | _currentPoint |
int | _direction = 1 |
Vector3 | _initialPosition |
Vector3 | _finalPosition |
Vector3 | _previousPoint = Vector3.zero |
float | _waiting =0 |
int | _currentIndex |
float | _distanceToNextPoint |
bool | _endReached = false |
Vector3 | _positionLastFrame |
Vector3 | _vector3Zero = Vector3.zero |
Properties | |
virtual Vector3 | CurrentSpeed [get, protected set] |
returns the current speed at which the object is traveling More... | |
virtual bool | CanMove [get, set] |
if this is true, the object can move along the path More... | |
Add this component to an object and it'll be able to move along a path defined from its inspector.
|
strong |
|
strong |
|
protectedvirtual |
Initialization
|
virtual |
Call this method to force a change in direction at any time
|
protectedvirtual |
Override this to describe what happens when the end of the path is reached
|
protectedvirtual |
On update we keep moving along the path
|
protectedvirtual |
|
virtual |
Gets the original transform position.
|
virtual |
Gets the original transform position status.
true
, if original transform position status was gotten, false
otherwise.
|
virtual |
Returns the current target point in the path
|
protectedvirtual |
Flag inits, initial movement determination, and object positioning
|
protectedvirtual |
|
protectedvirtual |
Moves the object and determines when a point has been reached
|
virtual |
Moves the object along the path according to the specified movement type.
|
protectedvirtual |
On DrawGizmos, we draw lines to show the path the object will follow
|
virtual |
|
virtual |
|
protectedvirtual |
Override this to describe what happens when a point is reached
|
virtual |
A public method you can call to reset the path
|
virtual |
Sets the original transform position status.
status | If set to true status. |
|
protectedvirtual |
On Start we store our initial position
|
protectedvirtual |
|
virtual |
Updates the original transform position.
newOriginalTransformPosition | New original transform position. |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
the original position of the transform, hidden and shouldn't be accessed
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
AnimationCurve MoreMountains.Tools.MMPathMovement.Acceleration = new AnimationCurve(new Keyframe(0,1f),new Keyframe(1f,0f)) |
the acceleration to apply to an object traveling between two points of the path.
PossibleAccelerationType MoreMountains.Tools.MMPathMovement.AccelerationType = PossibleAccelerationType.ConstantSpeed |
the movement type of the object
AlignmentModes MoreMountains.Tools.MMPathMovement.AlignmentMode = AlignmentModes.None |
whether to align the path on nothing, this object's rotation, or this object's parent's rotation
CycleOptions MoreMountains.Tools.MMPathMovement.CycleOption |
MovementDirection MoreMountains.Tools.MMPathMovement.LoopInitialMovementDirection = MovementDirection.Ascending |
the initial movement direction : ascending > will go from the points 0 to 1, 2, etc ; descending > will go from the last point to last-1, last-2, etc
float MoreMountains.Tools.MMPathMovement.MinDistanceToGoal = .1f |
the minimum distance to a point at which we'll arbitrarily decide the point's been reached
float MoreMountains.Tools.MMPathMovement.MovementSpeed = 1 |
the movement speed
List<MMPathMovementElement> MoreMountains.Tools.MMPathMovement.PathElements |
the points that make up the path the object will follow
UpdateModes MoreMountains.Tools.MMPathMovement.UpdateMode = UpdateModes.Update |
the chosen update mode (update, fixed update, late update)
|
getset |
if this is true, the object can move along the path
|
getprotected set |
returns the current speed at which the object is traveling