PlatformerGameKit.dll Assembly

Class Types

Class Summary
ActionNode A PlatformerGameKit.BehaviourTrees.LeafNode which invokes an System.Action.
AdvancedAttackState An PlatformerGameKit.Characters.States.AttackState that can perform various different attack combos.
AirCharacterMovement Moves a flying PlatformerGameKit.Characters.Character.
AirJumpState A PlatformerGameKit.Characters.States.HoldJumpState which allows the character to jump a limited number of times in the air.
AttackState A PlatformerGameKit.Characters.States.CharacterState that plays an attack animation then returns to idle.
AttackTransition A Animancer.ClipTransition with PlatformerGameKit.HitData.
AttackTransition.Drawer
BasicActionState A PlatformerGameKit.Characters.States.CharacterState that plays an animation then returns to idle.
BehaviourTreeBrain A PlatformerGameKit.Characters.Brains.CharacterBrain that uses a behaviour tree.
BehaviourTreeUtilities Utility methods for PlatformerGameKit.BehaviourTrees.
BoxCharacterBody2D Moves a ground-based PlatformerGameKit.Characters.Character with a UnityEngine.BoxCollider2D.
CameraMan A camera movement manager for a 2D platformer.
CameraShake A system for shaking the camera.
CameraShakeWhenHit Applies some PlatformerGameKit.CameraShake when taking damage.
Character A centralised group of references to the common parts of a character and a PlatformerGameKit.Characters.Character.StateMachine for their actions.
Character.Editor [Editor-Only] Displays some non-serialized details at the bottom of the Inspector.
CharacterAnimancerComponent An Animancer.AnimancerComponent which also manages a UnityEngine.SpriteRenderer and hit boxes.
CharacterBody2D Manages the UnityEngine.Collider2D and UnityEngine.Rigidbody2D of a PlatformerGameKit.Characters.Character.
CharacterBody2D.Editor [Editor-Only] Displays some non-serialized details at the bottom of the Inspector.
CharacterBrain Base class for components that decide what a PlatformerGameKit.Characters.Character wants to do.
CharacterMovement Base class for moving a PlatformerGameKit.Characters.CharacterMovement.Character.
CharacterState Base class for the various states a Platformer.Character can be in and actions they can perform.
ConditionNode An PlatformerGameKit.BehaviourTrees.IBehaviourNode that checks a boolean PlatformerGameKit.BehaviourTrees.ConditionNode.Condition without an option for PlatformerGameKit.BehaviourTrees.Result.Pending.
Destructible A PlatformerGameKit.Hit.ITarget which destroys the UnityEngine.GameObject when hit.
FaceAttacker A PlatformerGameKit.BehaviourTrees.LeafNode which causes the character to turn towards the attacker whenever they get hit.
FlinchState A PlatformerGameKit.Characters.States.CharacterState that plays a PlatformerGameKit.Characters.States.FlinchState.FlinchAnimation when the PlatformerGameKit.Health.CurrentHealth changes and a PlatformerGameKit.Characters.States.FlinchState.DieAnimation when it reaches 0.
FuncNode A PlatformerGameKit.BehaviourTrees.LeafNode which invokes a System.Func`1.
GroundCharacterMovement Moves a ground-based PlatformerGameKit.Characters.Character.
GroupNode An PlatformerGameKit.BehaviourTrees.IBehaviourNode which calls PlatformerGameKit.BehaviourTrees.IBehaviourNode.Execute on an array of PlatformerGameKit.BehaviourTrees.GroupNode.Children.
Health Keeps track of the health of an object.
HealthDisplay Displays the PlatformerGameKit.Health.CurrentHealth and PlatformerGameKit.Health.MaximumHealth.
HitData Information about when and how to activate a PlatformerGameKit.HitTrigger during an attack animation.
HitData.Drawer [Editor-Only] GUI for PlatformerGameKit.HitData.
HitTrigger A component which uses a UnityEngine.PolygonCollider2D trigger to PlatformerGameKit.Hit things.
HitTrigger.Editor [Editor-Only] Displays some non-serialized details at the bottom of the Inspector.
HoldJumpState A PlatformerGameKit.Characters.States.JumpState which allows you to hold the button down to jump higher.
IdleState A PlatformerGameKit.Characters.States.CharacterState that plays an idle animation.
Ignore A PlatformerGameKit.BehaviourTrees.ModifierNode which executes its PlatformerGameKit.BehaviourTrees.ModifierNode.Child but ignores the PlatformerGameKit.BehaviourTrees.Result it gives to return a fixed PlatformerGameKit.BehaviourTrees.Ignore.Result instead.
IntroductionState A PlatformerGameKit.Characters.States.CharacterState that plays a UnityEngine.Playables.PlayableAsset (such as a UnityEngine.Timeline.TimelineAsset) then returns to idle.
Invert A PlatformerGameKit.BehaviourTrees.ModifierNode which executes its PlatformerGameKit.BehaviourTrees.ModifierNode.Child and returns the opposite of its PlatformerGameKit.BehaviourTrees.Result (using PlatformerGameKit.BehaviourTrees.BehaviourTreeUtilities.Invert(PlatformerGameKit.BehaviourTrees.Result)).
IsEnemyInFront A PlatformerGameKit.BehaviourTrees.ConditionNode which checks if an enemy is in front of the character.
IsGroundInFront A PlatformerGameKit.BehaviourTrees.ConditionNode which checks if there is ground in front of the character.
IsIdle A PlatformerGameKit.BehaviourTrees.ConditionNode which checks if the character is in their PlatformerGameKit.Characters.Character.Idle state.
IsWallInFront A PlatformerGameKit.BehaviourTrees.ConditionNode which checks if a wall is in front of the character.
JumpState A PlatformerGameKit.Characters.States.CharacterState that plays a jump animation and applies some upwards force.
LandState A PlatformerGameKit.Characters.States.CharacterState that plays a landing animation.
LeafNode An PlatformerGameKit.BehaviourTrees.IBehaviourNode which executes some logic.
LocomotionState A PlatformerGameKit.Characters.States.CharacterState that plays an idle animation.
MobileIdleState An PlatformerGameKit.Characters.States.IdleState that can move.
ModifierNode An PlatformerGameKit.BehaviourTrees.IBehaviourNode which calls PlatformerGameKit.BehaviourTrees.IBehaviourNode.Execute on a PlatformerGameKit.BehaviourTrees.ModifierNode.Child node and modifies its PlatformerGameKit.BehaviourTrees.Result.
MovingObject2D Moves a UnityEngine.Rigidbody2D along a straight path.
MultiState A PlatformerGameKit.Characters.States.CharacterState which redirects to other states.
NextExampleTrigger Loads the next example scene when PlatformerGameKit.NextExampleTrigger.OnTriggerEnter2D(UnityEngine.Collider2D) is caused by the player.
PassiveHitCollider A component which PlatformerGameKit.Hits anything touching its collider.
PlatformerGameKitReadMe [Editor-Only] A welcome screen for PlatformerGameKit.
PlatformerUtilities Various utility methods used throughout the PlatformerGameKit.
PlayerBrain A PlatformerGameKit.Characters.Brains.CharacterBrain which manages the states of a player to be controlled by a PlatformerGameKit.Characters.Brains.PlayerInputManager or PlayerInputSystem.
PlayerInputManager A component which controls PlatformerGameKit.Characters.Brains.PlayerBrain using the legacy UnityEngine.Input manager.
Projectile A component which uses trigger messages to PlatformerGameKit.Hit things.
ProjectileAttackTransition A Animancer.ClipTransition which launches a projectile.
Selector A PlatformerGameKit.BehaviourTrees.GroupNode which executes each child that returns PlatformerGameKit.BehaviourTrees.Result.Fail until one doesn't.
Sequence A PlatformerGameKit.BehaviourTrees.GroupNode which executes each child until one returns PlatformerGameKit.BehaviourTrees.Result.Fail.
SetMovementForward A PlatformerGameKit.BehaviourTrees.LeafNode which sets the PlatformerGameKit.Characters.Character.MovementDirection to match their PlatformerGameKit.Characters.CharacterAnimancerComponent.Facing.
SetMovementSine A PlatformerGameKit.BehaviourTrees.LeafNode which sets the PlatformerGameKit.Characters.Character.MovementDirectionY to cause them to fly up and down in a sine wave.
SetupDemoLayers Modifies the UnityEngine.Physics2D layers to demonstrate the system without modifying the project settings.
SideAttackState An PlatformerGameKit.Characters.States.AttackState with separate animations for left and right.
Strings Various string constants used throughout the PlatformerGameKit.
Strings.Tooltips Tooltips for various fields.
Team A UnityEngine.ScriptableObject representing the relationships between factions.
TrySetState A PlatformerGameKit.BehaviourTrees.LeafNode which calls Animancer.FSM.StateMachine`1.TrySetState(`0).
TurnAround A PlatformerGameKit.BehaviourTrees.LeafNode which inverts the PlatformerGameKit.Characters.Character.MovementDirectionX.
UnityEventNode A PlatformerGameKit.BehaviourTrees.LeafNode which invokes a UnityEngine.Events.UnityEvent.
Wait A PlatformerGameKit.BehaviourTrees.LeafNode which waits for a specific amount of time before returning PlatformerGameKit.BehaviourTrees.Result.Pass.
WallJumpState A PlatformerGameKit.Characters.States.HoldJumpState which allows the character to jump off walls.
WallSlideState A PlatformerGameKit.Characters.States.CharacterState that slows the falling speed by grabbing a wall.

Delegate Types

Delegate Summary
ValueChangeEvent<T> A method called when a value is changed.

Enum Types

Enum Summary
Health.HealthChangeMode Determines how PlatformerGameKit.Health.SetMaximumHealth(System.Int32,PlatformerGameKit.Health.HealthChangeMode) affects the PlatformerGameKit.Health.CurrentHealth.
Result A trinary value: PlatformerGameKit.BehaviourTrees.Result.Pending, PlatformerGameKit.BehaviourTrees.Result.Pass, or PlatformerGameKit.BehaviourTrees.Result.Fail.

Interface Types

Interface Summary
Hit.ITarget An object that can be PlatformerGameKit.Hit.
IBehaviourNode A node in a Behaviour Tree.
ITeam An object with a PlatformerGameKit.Team.

Struct Types

Struct Summary
Context<T> A system for making data available during method calls without directly passing it in as a parameter.
Hit The details of a hit.
MixedValueFieldGUI<T> A utility for drawing IMGUI fields which combine multiple sources.
PlatformContact2D Details about a point of contact with a platform.