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    Class CharacterMovement

    Behavior class that handles movement logic for character

    Constructors

    CharacterMovement(Rigidbody)

    Behavior class that handles movement logic for character

    Declaration
    public CharacterMovement(Rigidbody rig)

    Fields

    AllowJumpWhenClimbing

    Allow character jump when climbing

    Declaration
    [PropVisibility("ClimbAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool AllowJumpWhenClimbing

    AllowSquatJump

    Allow character jump when squatting, and keep squatting when jump in air

    Declaration
    [PropVisibility("JumpCount", CompareMode.GreaterThan, 0)]
    public readonly FrameBasedBool AllowSquatJump

    ClimbAvailable

    Allow character to climb

    Declaration
    [PropGroup("Climb")]
    public readonly FrameBasedBool ClimbAvailable

    ClimbSpeedX

    Horizontal speed when climbing

    Declaration
    [PropVisibility("ClimbAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt ClimbSpeedX

    ClimbSpeedY

    Vertical speed when climbing

    Declaration
    [PropVisibility("ClimbAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt ClimbSpeedY

    CrashAvailable

    Allow character crash

    Declaration
    [PropGroup("Crash")]
    public readonly FrameBasedBool CrashAvailable

    CrashDeceleration

    Speed deceleration when character crashing

    Declaration
    [PropVisibility("CrashAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt CrashDeceleration

    CrashDuration

    How many frames does it takes for one crash

    Declaration
    [PropVisibility("CrashAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt CrashDuration

    CrashRunDurationRequire

    How many frames does it takes to make character crash

    Declaration
    [PropVisibility("CrashAvailable", CompareMode.And, "CrashWhenSlippy")]
    public readonly FrameBasedInt CrashRunDurationRequire

    CrashWhenSlippy

    Make character crash when running too long on slippery ground or rush on slippery ground

    Declaration
    [PropVisibility("CrashAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool CrashWhenSlippy

    DashAcceleration

    Speed acceleration when dashing

    Declaration
    [PropVisibility("DashAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt DashAcceleration

    DashAvailable

    Allow character to dash (player hold down button and press jump button for once)

    Declaration
    [PropGroup("Dash")]
    public readonly FrameBasedBool DashAvailable

    DashCancelLoseRate

    Speed multiply this rate when dash being cancel (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("DashAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt DashCancelLoseRate

    DashCooldown

    Frames length between prev dash end and next dash start

    Declaration
    [PropVisibility("DashAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt DashCooldown

    DashDuration

    How many frames does dash last

    Declaration
    [PropVisibility("DashAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt DashDuration

    DashHeightAmount

    Character hitbox height multiply this rate when dashing (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("DashAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt DashHeightAmount

    DashPutoutFire

    Allow character dash through fire to put it out

    Declaration
    [PropVisibility("DashAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool DashPutoutFire

    DashSpeed

    Movement speed for dashing

    Declaration
    [PropVisibility("DashAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt DashSpeed

    DashWithRoll

    Character roll when dashing

    Declaration
    [PropVisibility("DashAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool DashWithRoll

    FirstJumpWithRoll

    When character jump from ground, does it jump with rolling in air

    Declaration
    [PropVisibility("JumpCount", CompareMode.GreaterThan, 0)]
    public readonly FrameBasedBool FirstJumpWithRoll

    FlyAcceleration

    Speed acceleration when flying

    Declaration
    [PropVisibility("FlyAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt FlyAcceleration

    FlyAvailable

    Allow character to fly (player press jump button when no jump count left)

    Declaration
    [PropGroup("Fly")]
    public readonly FrameBasedBool FlyAvailable

    FlyCooldown

    Character has to wait this many frames to fly again

    Declaration
    [PropVisibility("FlyAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt FlyCooldown

    FlyDeceleration

    Speed deceleration when flying

    Declaration
    [PropVisibility("FlyAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt FlyDeceleration

    FlyFallSpeed

    Fall down speed shen flying

    Declaration
    [PropVisibility("FlyAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt FlyFallSpeed

    FlyGravityFallRate

    Gravity multiply this rate when flying and moving down (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("FlyAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt FlyGravityFallRate

    FlyGravityRiseRate

    Gravity multiply this rate when flying and moving up (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("FlyAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt FlyGravityRiseRate

    FlyHeightAmount

    Character hitbox height multiply this rate when flying (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("FlyAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt FlyHeightAmount

    FlyMoveSpeed

    Horizontal move speed when flying

    Declaration
    [PropVisibility("FlyAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt FlyMoveSpeed

    FlyRiseSpeed

    Initial speed when fly start

    Declaration
    [PropVisibility("FlyAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt FlyRiseSpeed

    GlideOnFlying

    When glide flying, character always move to the direction it facing

    Declaration
    [PropVisibility("FlyAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool GlideOnFlying

    GrabFlipThroughDownAvailable

    Allow character to flip through block downward (player press down when standing on top-grabable blocks)

    Declaration
    [PropVisibility("GrabTopAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool GrabFlipThroughDownAvailable

    GrabFlipThroughDuration

    How long does flip through takes in frames

    Declaration
    [PropVisibility("GrabTopAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt GrabFlipThroughDuration

    GrabFlipThroughUpAvailable

    Allow character to flip through block upward (player press up when top-grabbing)

    Declaration
    [PropVisibility("GrabTopAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool GrabFlipThroughUpAvailable

    GrabMoveSpeedX

    Horizontal move speed when top-grabbing

    Declaration
    [PropVisibility("GrabTopAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt GrabMoveSpeedX

    GrabMoveSpeedY

    Vertical move speed when side-grabbing

    Declaration
    [PropVisibility("GrabSideAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt GrabMoveSpeedY

    GrabSideAvailable

    Allow character grab on the side of blocks with Tag.GrabSide

    Declaration
    public readonly FrameBasedBool GrabSideAvailable

    GrabSideHeightAmount

    Character hitbox height multiply this rate when side-grabbing (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("GrabSideAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt GrabSideHeightAmount

    GrabSideJumpKickSpeed

    Horizontal initial speed when character jump when side-grabbing

    Declaration
    [PropVisibility("GrabSideAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt GrabSideJumpKickSpeed

    GrabTopAvailable

    Allow character grab on the bottom of blocks with Tag.GrabTop

    Declaration
    [PropGroup("Grab")]
    public readonly FrameBasedBool GrabTopAvailable

    GrabTopHeightAmount

    Character hitbox height multiply this rate when top-grabbing (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("GrabTopAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt GrabTopHeightAmount

    InWaterSpeedRate

    When character inside water, the movement speed will multiply this rate (0 means 0%, 1000 means 100%)

    Declaration
    public readonly FrameBasedInt InWaterSpeedRate

    JumpBoostFromMoveRate

    When character start jump, if it's moving, the running speed will multiply this rate and add into the initial jump speed. (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("JumpCount", CompareMode.GreaterThan, 0)]
    public readonly FrameBasedInt JumpBoostFromMoveRate

    JumpBreakDash

    Allow character jump when dashing and stop the dash

    Declaration
    [PropVisibility("JumpCount", CompareMode.GreaterThan, 0)]
    public readonly FrameBasedBool JumpBreakDash

    JumpBreakRush

    Allow character jump when rushing and stop the rush

    Declaration
    [PropVisibility("JumpCount", CompareMode.GreaterThan, 0)]
    public readonly FrameBasedBool JumpBreakRush

    JumpCount

    How many times can the character jump without touching ground

    Declaration
    [PropGroup("Jump")]
    public readonly FrameBasedInt JumpCount

    JumpDownThroughOneway

    Allow character jump down and go through oneway gate (player holding down button and press jump button once)

    Declaration
    public readonly FrameBasedBool JumpDownThroughOneway

    JumpReleaseSpeedRate

    When character stop trying to jump (player release the jump button), and the character is still moving up, then the current speed will be multiply to this rate (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("JumpCount", CompareMode.GreaterThan, 0)]
    public readonly FrameBasedInt JumpReleaseSpeedRate

    JumpRiseGravityRate

    Gravity applys on the character will multiply this rate when character moving up in air (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("JumpCount", CompareMode.GreaterThan, 0)]
    public readonly FrameBasedInt JumpRiseGravityRate

    JumpSpeed

    Initial speed when character start to jump

    Declaration
    [PropVisibility("JumpCount", CompareMode.GreaterThan, 0)]
    public readonly FrameBasedInt JumpSpeed

    MovementHeight

    Height of the character in global space when character is 160cm

    Declaration
    public readonly FrameBasedInt MovementHeight

    MovementWidth

    Default with of the character

    Declaration
    [PropGroup("Size")]
    public readonly FrameBasedInt MovementWidth

    PoundAvailable

    Allow character ground pound in air (player press down button in air)

    Declaration
    [PropGroup("Pound")]
    public readonly FrameBasedBool PoundAvailable

    PoundPutoutFire

    Allow character pound on fire to put it out

    Declaration
    [PropVisibility("PoundAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool PoundPutoutFire

    PoundSpeed

    Movement speed when pounding

    Declaration
    [PropVisibility("PoundAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt PoundSpeed

    PushAvailable

    Allow character push other rigidbody

    Declaration
    [PropGroup("Push")]
    public readonly FrameBasedBool PushAvailable

    PushSpeed

    Movement speed when character pushing

    Declaration
    [PropVisibility("PushAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt PushSpeed

    ResetJumpCountWhenGrab

    Set jump count to 0 when character grabbing

    Declaration
    [PropVisibility("GrabTopAvailable", CompareMode.Or, "GrabSideAvailable")]
    public readonly FrameBasedBool ResetJumpCountWhenGrab

    ResetJumpCountWhenSlide

    Set jump count to 0 when slide

    Declaration
    [PropVisibility("SlideAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool ResetJumpCountWhenSlide

    RunAcceleration

    Speed acceleration when character is running

    Declaration
    [PropVisibility("RunAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RunAcceleration

    RunAvailable

    Allow character to run

    Declaration
    [PropGroup("Run")]
    public readonly FrameBasedBool RunAvailable

    RunBrakeAcceleration

    Speed acceleration when character is trying to run to the opposite direction

    Declaration
    [PropVisibility("RunAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RunBrakeAcceleration

    RunDeceleration

    Speed deceleration when character is running

    Declaration
    [PropVisibility("RunAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RunDeceleration

    RunSpeed

    How fast should the character run

    Declaration
    [PropVisibility("RunAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RunSpeed

    RushAcceleration

    Speed acceleration when rushing

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RushAcceleration

    RushAvailable

    Allow character to rush

    Declaration
    [PropGroup("Rush")]
    public readonly FrameBasedBool RushAvailable

    RushCooldown

    How many frames does character has to wair after prev rush end to rush again

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RushCooldown

    RushDeceleration

    Speed deceleration when rushing

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RushDeceleration

    RushDuration

    How many frames does rush last

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RushDuration

    RushHeightAmount

    Character hitbox height multiply this rate when rushing (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RushHeightAmount

    RushInAir

    Allow character rush when not grounded

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool RushInAir

    RushInWater

    Allow character rush when inside water

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool RushInWater

    RushPutoutFire

    Allow character rush through fire to put it out

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool RushPutoutFire

    RushSpeed

    Movement speed when rushing

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RushSpeed

    RushStiff

    How many frames does character not allow to move after rush end

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RushStiff

    RushStopSpeed

    Movement speed when rush end

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt RushStopSpeed

    RushWhenClimb

    character rush when climb

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool RushWhenClimb

    RushWhenSquat

    character rush when squat

    Declaration
    [PropVisibility("RushAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool RushWhenSquat

    SlideAvailable

    Allow character to slide on wall

    Declaration
    [PropGroup("Slide")]
    public readonly FrameBasedBool SlideAvailable

    SlideDropSpeed

    Drop down speed when sliding

    Declaration
    [PropVisibility("SlideAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SlideDropSpeed

    SlideJumpKickSpeed

    Horizontal initial speed when character jump when slide

    Declaration
    [PropVisibility("SlideAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SlideJumpKickSpeed

    SlideOnAnyBlock

    Allow character to slide on all type of blocks

    Declaration
    [PropVisibility("SlideAvailable", CompareMode.Equal)]
    public readonly FrameBasedBool SlideOnAnyBlock

    SlipAcceleration

    Speed acceleration when moving on slippery ground

    Declaration
    [PropVisibility("SlipAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SlipAcceleration

    SlipAvailable

    Allow character slip when run on slippery ground

    Declaration
    [PropGroup("Slip")]
    public readonly FrameBasedBool SlipAvailable

    SlipDeceleration

    Speed deceleration when moving on slippery ground

    Declaration
    [PropVisibility("SlipAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SlipDeceleration

    SquatAcceleration

    Movement acceleration when squat moving

    Declaration
    [PropVisibility("SquatAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SquatAcceleration

    SquatAvailable

    Allow character to squat

    Declaration
    [PropGroup("Squat")]
    public readonly FrameBasedBool SquatAvailable

    SquatDeceleration

    Movement deceleration when squat moving

    Declaration
    [PropVisibility("SquatAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SquatDeceleration

    SquatHeightAmount

    Character hitbox height multiply this rate when squatting (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("SquatAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SquatHeightAmount

    SquatMoveSpeed

    Move speed when character squatting, set to 0 when not allow squat move

    Declaration
    [PropVisibility("SquatAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SquatMoveSpeed

    SubsequentJumpWithRoll

    When character jump from air, does it jump with rolling in air

    Declaration
    [PropVisibility("JumpCount", CompareMode.GreaterThan, 1)]
    public readonly FrameBasedBool SubsequentJumpWithRoll

    SwimAcceleration

    Speed acceleration when chracter inside water

    Declaration
    [PropVisibility("SwimAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SwimAcceleration

    SwimAvailable

    Allow character swim in water

    Declaration
    [PropGroup("Swim")]
    public readonly FrameBasedBool SwimAvailable

    SwimDeceleration

    Speed deceleration when chracter inside water

    Declaration
    [PropVisibility("SwimAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SwimDeceleration

    SwimHeightAmount

    Character hitbox height multiply this rate when swimming (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("SwimAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SwimHeightAmount

    SwimJumpSpeed

    Movement speed when character jump inside water

    Declaration
    [PropVisibility("SwimAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SwimJumpSpeed

    SwimSpeed

    Movement speed when character swimming

    Declaration
    [PropVisibility("SwimAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SwimSpeed

    SwimWidthAmount

    Character hitbox width multiply this rate when swimming (0 means 0%, 1000 means 100%)

    Declaration
    [PropVisibility("SwimAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt SwimWidthAmount

    Target

    Declaration
    public readonly Rigidbody Target

    TargetCharacter

    Declaration
    public readonly Character TargetCharacter

    WalkAcceleration

    Speed acceleration when character is walking

    Declaration
    [PropVisibility("WalkAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt WalkAcceleration

    WalkAvailable

    Allow character to walk

    Declaration
    [PropGroup("Walk")]
    public readonly FrameBasedBool WalkAvailable

    WalkBrakeAcceleration

    Speed acceleration when character is trying to walk to the opposite direction

    Declaration
    [PropVisibility("WalkAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt WalkBrakeAcceleration

    WalkDeceleration

    Speed deceleration when character is walking

    Declaration
    [PropVisibility("WalkAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt WalkDeceleration

    WalkSpeed

    How fast should the character walk

    Declaration
    [PropVisibility("WalkAvailable", CompareMode.Equal)]
    public readonly FrameBasedInt WalkSpeed

    Properties

    CollisionMask

    Declaration
    protected int CollisionMask { get; }

    CurrentJumpCount

    How many times does character jumps after touching ground

    Declaration
    public int CurrentJumpCount { get; set; }

    FacingFront

    True if character currently facing front

    Declaration
    public bool FacingFront { get; set; }

    FacingRight

    True if character currently facing right

    Declaration
    public bool FacingRight { get; set; }

    Height

    Declaration
    protected int Height { get; set; }

    InWater

    Declaration
    protected bool InWater { get; }

    IntendedX

    1 if character want to move right, -1 for left

    Declaration
    public int IntendedX { get; }

    IntendedY

    1 if character want to move up, -1 for down

    Declaration
    public int IntendedY { get; }

    IsClimbing

    True if character is climbing

    Declaration
    public bool IsClimbing { get; }

    IsCrashing

    True if character is crashing

    Declaration
    public bool IsCrashing { get; }

    IsDashing

    True if character is dashing

    Declaration
    public bool IsDashing { get; }

    IsFlying

    True if character is flying

    Declaration
    public bool IsFlying { get; }

    IsGrabFlipping

    True if character flipping through blocks

    Declaration
    public bool IsGrabFlipping { get; }

    IsGrabFlippingDown

    True if character flipping through blocks downward

    Declaration
    public bool IsGrabFlippingDown { get; }

    IsGrabFlippingUp

    True if character flipping through blocks upward

    Declaration
    public bool IsGrabFlippingUp { get; }

    IsGrabbingSide

    True if character is side-grabbing

    Declaration
    public bool IsGrabbingSide { get; }

    IsGrabbingTop

    True if character is top-grabbing

    Declaration
    public bool IsGrabbingTop { get; }

    IsGrounded

    Declaration
    protected bool IsGrounded { get; }

    IsInsideGround

    Declaration
    protected bool IsInsideGround { get; }

    IsMoving

    True if character is moving

    Declaration
    public bool IsMoving { get; }

    IsPounding

    True if character is pounding

    Declaration
    public bool IsPounding { get; }

    IsRolling

    True if character is rolling

    Declaration
    public bool IsRolling { get; }

    IsRunning

    True if character is running

    Declaration
    public bool IsRunning { get; }

    IsRushing

    True if character is rushing

    Declaration
    public bool IsRushing { get; }

    IsSliding

    True if character is sliding on wall

    Declaration
    public bool IsSliding { get; }

    IsSquatting

    True if character is squatting

    Declaration
    public bool IsSquatting { get; }

    IsWalking

    True if character is walking

    Declaration
    public bool IsWalking { get; }

    LastClimbFrame

    Last frame when character climb

    Declaration
    public int LastClimbFrame { get; }

    LastCrashFrame

    Last frame when character crash

    Declaration
    public int LastCrashFrame { get; }

    LastDashFrame

    Last frame when character start to dash

    Declaration
    public int LastDashFrame { get; }

    LastEndMoveFrame

    Last frame when character moving ends

    Declaration
    public int LastEndMoveFrame { get; }

    LastFacingChangeFrame

    Last frame when character change horizontal facing

    Declaration
    public int LastFacingChangeFrame { get; }

    LastFlyFrame

    Last frame when character start to fly

    Declaration
    public int LastFlyFrame { get; }

    LastGrabCancelFrame

    Last frame when character stop grabbing

    Declaration
    public int LastGrabCancelFrame { get; }

    LastGrabFlipDownFrame

    Last frame when character start to grab flip downward

    Declaration
    public int LastGrabFlipDownFrame { get; }

    LastGrabFlipUpFrame

    Last frame when character start to grab flip upward

    Declaration
    public int LastGrabFlipUpFrame { get; }

    LastGrabbingFrame

    Last frame when character is grabbing

    Declaration
    public int LastGrabbingFrame { get; }

    LastGroundFrame

    Last frame when character start touching ground

    Declaration
    public int LastGroundFrame { get; }

    LastGroundingFrame

    Last frame when character is touching ground

    Declaration
    public int LastGroundingFrame { get; }

    LastJumpFrame

    Last frame when character start to jump

    Declaration
    public int LastJumpFrame { get; }

    LastMoveDirection

    Direction for last movement

    Declaration
    public Int2 LastMoveDirection { get; }

    LastPoundingFrame

    Last frame when character is pounding

    Declaration
    public int LastPoundingFrame { get; }

    LastRushStartFrame

    Last frame when character start to rush

    Declaration
    public int LastRushStartFrame { get; }

    LastSlidingFrame

    Last frame when character is sliding on wall

    Declaration
    public int LastSlidingFrame { get; }

    LastSlippyMoveStartFrame

    Last frame when character start to move on slippery ground

    Declaration
    public int LastSlippyMoveStartFrame { get; }

    LastSquatStartFrame

    Last frame when character start to squat

    Declaration
    public int LastSquatStartFrame { get; }

    LastSquattingFrame

    Last frame when character is squatting

    Declaration
    public int LastSquattingFrame { get; }

    LastStartMoveFrame

    Last frame when character start to move

    Declaration
    public int LastStartMoveFrame { get; }

    LastStartRunFrame

    Last frame when character start to run

    Declaration
    public int LastStartRunFrame { get; }

    MovementState

    Current movement type

    Declaration
    public CharacterMovementState MovementState { get; set; }

    OffsetX

    Declaration
    protected int OffsetX { get; set; }

    OffsetY

    Declaration
    protected int OffsetY { get; set; }

    Rect

    Declaration
    protected IRect Rect { get; }

    ShouldRun

    True if character want to run instead of walk when move

    Declaration
    public bool ShouldRun { get; }

    SyncFromConfigFile

    Does movement config sync with json file in game universe folder

    Declaration
    public virtual bool SyncFromConfigFile { get; }

    VelocityX

    Declaration
    protected int VelocityX { get; set; }

    VelocityY

    Declaration
    protected int VelocityY { get; set; }

    Width

    Declaration
    protected int Width { get; set; }

    X

    Declaration
    protected int X { get; set; }

    Y

    Declaration
    protected int Y { get; set; }

    Methods

    CalculateMovementState(CharacterMovement)

    Get current movement type base on current cached data

    Declaration
    public static CharacterMovementState CalculateMovementState(CharacterMovement movement)

    Crash()

    Perform crash (call this once when crash start)

    Declaration
    public virtual void Crash()

    Dash()

    Perform dash (call this once when dash start)

    Declaration
    public virtual void Dash()

    GetMovementState()

    Get current movement type base on current cached data

    Declaration
    protected virtual CharacterMovementState GetMovementState()

    HoldJump(bool)

    Is character holding jump (call this every frame no matter character is jumpping or not)

    Declaration
    public virtual void HoldJump(bool holding)

    Jump(bool)

    Perform jump (call this once when jump start)

    Declaration
    public virtual void Jump(bool isSquatJump = false)
    Parameters
    Type Name Description
    bool isSquatJump

    Is this jump a squat jump or not

    LockFacingRight(bool, int)

    Force character facing right or left for given frames

    Declaration
    public void LockFacingRight(bool facingRight, int duration = 1)

    LockSquat(int)

    Force character to squat for given frames

    Declaration
    public void LockSquat(int duration = 1)

    Move(Direction3, Direction3, bool)

    Move the character

    Declaration
    public virtual void Move(Direction3 x, Direction3 y, bool walk = false)
    bool walk

    True if character want to walk instead of run

    MoveLogic(int, int, bool)

    Declaration
    protected void MoveLogic(int x, int y, bool walk = false)

    OnActivated()

    Declaration
    public virtual void OnActivated()

    PhysicsUpdateGamePlay()

    Declaration
    public virtual void PhysicsUpdateGamePlay()

    Pound()

    Perform pound (call this once when pound start)

    Declaration
    public virtual void Pound()

    ReloadMovementConfigFromFile()

    Load movement data from json file inside game universe folder

    Declaration
    public void ReloadMovementConfigFromFile()

    Rush()

    Perform rush (call this once when rush start)

    Declaration
    public virtual void Rush()

    SetSpeedRate(int, int)

    Force movement speed rate for given frames

    Declaration
    public void SetSpeedRate(int newRate, int duration = 1)
    Parameters
    Type Name Description
    int newRate

    0 means 0%, 1000 means 100%

    Stop()

    Stop current movement

    Declaration
    public virtual void Stop()

    StopCrash()

    Stop current crash

    Declaration
    public void StopCrash()

    StopDash()

    Stop current dashing

    Declaration
    public void StopDash()

    StopRush()

    Stop current rush

    Declaration
    public void StopRush()

    UpdateLater()

    Declaration
    public virtual void UpdateLater()
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