◆ PlayerState
STATE MANAGEMENT: TODO: Refactor to separate classes eventually.
Enumerator |
---|
idle | |
air | |
airJumpsExhausted | |
warmUp | |
attack | |
coolDown | |
landing | |
stun | |
◆ destroy()
◆ InitializeMoveFromSerializedObj()
void Player.InitializeMoveFromSerializedObj |
( |
SerializedMove |
serializedMove | ) |
|
Creates a move object in the player according to the player's relative position, then calls move instantiate to complete.
◆ InitializePlayerFromSerializedObj()
void Player.InitializePlayerFromSerializedObj |
( |
SerializedPlayer |
serializedPlayer, |
|
|
Vector2 |
spawnLoc |
|
) |
| |
Assignment of values from the Serialized Object.
TODO: Static evaluators See player object for detailed field information TODO: Move to player
◆ jump()
◆ moveLeft()
◆ moveRight()
void Player.moveRight |
( |
| ) |
|
◆ performMove()
void Player.performMove |
( |
Move |
move | ) |
|
◆ respawn()
◆ airAcceleration
float Player.airAcceleration = 1 |
◆ airJumpForce
float Player.airJumpForce = 3 |
◆ arenaManager
ARENA MANAGEMENT REFERENCE.
◆ bc
◆ cc
CapsuleCollider2D Player.cc |
◆ controller
◆ damage
◆ groundAcceleration
float Player.groundAcceleration = 2 |
PLAYER MECHANICS: These track the characteristics of a specific character instance at any given point.
Changing these parameters will alter the movement abilities of players.
◆ groundJumpForce
float Player.groundJumpForce = 3 |
◆ hitstunDamageScalar
float Player.hitstunDamageScalar = 0.1f |
◆ isDummy
bool Player.isDummy = false |
◆ isGrounded
ENGINE PARAMETERS: Parameters used for internal logic or defined rules in our design space.
◆ isInvincible
bool Player.isInvincible = false |
◆ jumpsExhausted
bool Player.jumpsExhausted |
◆ maxAirSpeed
float Player.maxAirSpeed = 2 |
◆ maxGroundSpeed
float Player.maxGroundSpeed = 4 |
◆ move
◆ move1
PLAYER MOVESET: these instance variables will be used to manage the generated moves of a player.
◆ notifications
Text Player.notifications |
◆ playerDetails
Text Player.playerDetails |
◆ playerName
string Player.playerName = "Lorem" |
◆ rb
◆ respawnLoc
Vector2 Player.respawnLoc = new Vector2(0, 0) |
◆ sign
◆ spriteIndex
int Player.spriteIndex = 0 |
◆ sr
◆ state
◆ stocks
◆ totalDamage
float Player.totalDamage = 0 |
TRACKING NUMBERS FOR EVALUATION* Number of Hits Received Total Damage Taken Number of Recovery Transitions.
◆ totalHitsReceived
float Player.totalHitsReceived = 0 |
◆ totalRecoveryStateTransition
float Player.totalRecoveryStateTransition = 0 |
The documentation for this class was generated from the following file:
- C:/Users/samue/OneDrive/Documents/GitHub/BrawlerAGD/Assets/PlayerGeneration/Player.cs