DashState

DashState allows actors to do quick horizontal dashes. These dashes have the capability to be initiated either on the ground or in the air, and allow numerous options for handling their momentum and behavior in conjunction with other movements.

Public Methods

Public Members

public const string idString = “Dashing”

public float speed

The speed of the dash. Higher numbers means a faster dash!

public int minFrames

The minimum number of frames the dash can go for.

public int maxFrames

The maximum number of frames the dash can go for.

public bool canJump

Whether or not the actor can jump while a dash is active.

public bool isCanceledByJump

Whether or not the dash will be canceled if the actor jumps.

public bool isMomentumRetainedOnJump

If set to True, momentum from the dash will be retained when the actor jumps.

public bool requireDirectionalHoldToRetainMomentumOnJump

If set to True, the player must hold in the direction they’re moving in order to retain the dash’s momentum when they jump.

public bool canChangeDirection

Whether or not the actor can change directions mid-dash.

public bool isCanceledByDirectionChange

Whether or not changing directions mid-dash cancels out of the dash.

public bool canStartDashInAir

Whether or not the dash can be initiated while the actor is airborne.

public bool canDashFromLadders

Whether or not dashes can be initiated while the actor is climbing a ladder.

public bool willStopDashUponLanding

If True, an airborne dash will stop executing as soon as the actor touches the ground.

public int maxAirDashes

The maximum number of dashes that can be executed in the air before the actor touches the ground.

public bool willLockVerticalMovementOnAirDash

If True, the actor’s vertical movement will be locked when they air dash.

public bool isCanceledByWallContact

If True, an active dash will stop as soon as the actor hits a wall.