Flying Piggy 2D Runner Kit  1.0
Complete 2D runner template for Unity
 All Classes Files Functions Variables Enumerations Enumerator Properties
Player Class Reference
Inheritance diagram for Player:
GameCommandReceiver

Public Types

enum  State {
  State.RUNNING, State.PAUSED, State.OVER, State.WON,
  State.RESET
}
 

Public Member Functions

void MoveUp ()
 
void MoveDown ()
 
override void StartGame ()
 
override void PauseGame ()
 
override void ResumeGame ()
 
override void ResumeNewGame ()
 
override void StopGame ()
 
override void ResetGame ()
 
override void GameOver ()
 
override void WinGame ()
 
- Public Member Functions inherited from GameCommandReceiver
virtual void PauseNewGame ()
 

Public Attributes

float speed = 1.0f
 
float maxRisingSpeed = 1.0f
 
float maxFallingSpeed = 1.0f
 
PlayerBoundary boundaries
 
PlayerRotation rotation
 
bool useInvokeRepeating = true
 
float timeStep = 0.02f
 

Protected Attributes

bool movingUp = false
 
float verticalSpeed
 
Vector3 startPosition
 
Vector3 startAngles
 
float deltaRotationZ = 0.0f
 
float currentRotationZ
 
State playerState = State.PAUSED
 
float deltaTime
 

Properties

float Altitude [get]
 
float Speed [get]
 
State PlayerState [get]
 
PlayerRotation Rotation [get]
 

Detailed Description

Player gameobject

Member Enumeration Documentation

Enumerator
RUNNING 
PAUSED 
OVER 
WON 
RESET 

Member Function Documentation

override void Player.GameOver ( )
virtual

Actions after the game is over.

Reimplemented from GameCommandReceiver.

void Player.MoveDown ( )

Move player down.

void Player.MoveUp ( )

Move player upward.

override void Player.PauseGame ( )
virtual

Actions after the game is paused.

Reimplemented from GameCommandReceiver.

override void Player.ResetGame ( )
virtual

Actions after the game is resetted.

Reimplemented from GameCommandReceiver.

override void Player.ResumeGame ( )
virtual

Actions after the game is resumed.

Reimplemented from GameCommandReceiver.

override void Player.ResumeNewGame ( )
virtual

Actions after the game is resumed, but it isn't started before (for example if exit confirmation window is closed).

Reimplemented from GameCommandReceiver.

override void Player.StartGame ( )
virtual

Actions after the game is started.

Reimplemented from GameCommandReceiver.

override void Player.StopGame ( )
virtual

Actions after the game is stopped.

Reimplemented from GameCommandReceiver.

override void Player.WinGame ( )
virtual

Actions after the game is won.

Reimplemented from GameCommandReceiver.

Member Data Documentation

PlayerBoundary Player.boundaries
float Player.currentRotationZ
protected
float Player.deltaRotationZ = 0.0f
protected
float Player.deltaTime
protected
float Player.maxFallingSpeed = 1.0f
float Player.maxRisingSpeed = 1.0f
bool Player.movingUp = false
protected
State Player.playerState = State.PAUSED
protected
PlayerRotation Player.rotation
float Player.speed = 1.0f
Vector3 Player.startAngles
protected
Vector3 Player.startPosition
protected
float Player.timeStep = 0.02f
bool Player.useInvokeRepeating = true
float Player.verticalSpeed
protected

Property Documentation

float Player.Altitude
get

Height from bottom boundary.

State Player.PlayerState
get

Current state of the player

PlayerRotation Player.Rotation
get
float Player.Speed
get

Speed of moving back to original position if it has been blocked.


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