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<a href="#pub-methods">Public Member Functions</a> &#124;
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<div class="title">Otter.PlatformingMovement Class Reference</div> </div>
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<p><a class="el" href="class_otter_1_1_movement.html" title="A base class for Movement Components to extend. ">Movement</a> <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> that adds platforming movement behavior to an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. This is built for fixed framerate applications. Make sure you have the <a class="el" href="class_otter_1_1_axis.html" title="Component that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple so...">Axis</a>, JumpButton, and <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> assigned before using it! If you want to use jump through platforms, you'll also need to use the JumpThroughCollider, which should be a 1 pixel tall collider at the bottom of your <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.
<a href="class_otter_1_1_platforming_movement.html#details">More...</a></p>
<p>Inherits <a class="el" href="class_otter_1_1_movement.html">Otter.Movement</a>.</p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:aefdffbb85e9d162e5987520ad58b9949"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#aefdffbb85e9d162e5987520ad58b9949">PlatformingMovement</a> (float xSpeedMax, float ySpeedMax, float gravity)</td></tr>
<tr class="memdesc:aefdffbb85e9d162e5987520ad58b9949"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a new <a class="el" href="class_otter_1_1_platforming_movement.html" title="Movement Component that adds platforming movement behavior to an Entity. This is built for fixed fram...">PlatformingMovement</a>. <a href="#aefdffbb85e9d162e5987520ad58b9949">More...</a><br/></td></tr>
<tr class="separator:aefdffbb85e9d162e5987520ad58b9949"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a34d40729324dbc436e11577a511cdd09"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a34d40729324dbc436e11577a511cdd09">AddJumpThrough</a> (params int[] tags)</td></tr>
<tr class="memdesc:a34d40729324dbc436e11577a511cdd09"><td class="mdescLeft">&#160;</td><td class="mdescRight">Register a collision tag to treat as jump through platforms. <a href="#a34d40729324dbc436e11577a511cdd09">More...</a><br/></td></tr>
<tr class="separator:a34d40729324dbc436e11577a511cdd09"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a847e011aaa557d85d2a0d10dcb7cb35a"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a847e011aaa557d85d2a0d10dcb7cb35a">AddJumpThrough</a> (params Enum[] tags)</td></tr>
<tr class="memdesc:a847e011aaa557d85d2a0d10dcb7cb35a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Register a collision tag to treat as jump through platforms. <a href="#a847e011aaa557d85d2a0d10dcb7cb35a">More...</a><br/></td></tr>
<tr class="separator:a847e011aaa557d85d2a0d10dcb7cb35a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6d1ef6becc304be42284ffb7af1f4be3"><td class="memItemLeft" align="right" valign="top">override void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a6d1ef6becc304be42284ffb7af1f4be3">Update</a> ()</td></tr>
<tr class="memdesc:a6d1ef6becc304be42284ffb7af1f4be3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Updates the movement. <a href="#a6d1ef6becc304be42284ffb7af1f4be3">More...</a><br/></td></tr>
<tr class="separator:a6d1ef6becc304be42284ffb7af1f4be3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aabe798c436743fc9de8fcd37100d748f"><td class="memItemLeft" align="right" valign="top">override void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#aabe798c436743fc9de8fcd37100d748f">MoveCollideX</a> (<a class="el" href="class_otter_1_1_collider.html">Collider</a> collider)</td></tr>
<tr class="memdesc:aabe798c436743fc9de8fcd37100d748f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when MoveX collides with a collider. <a href="#aabe798c436743fc9de8fcd37100d748f">More...</a><br/></td></tr>
<tr class="separator:aabe798c436743fc9de8fcd37100d748f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acc4b97411a8accce0bcdb2b3af3fd67c"><td class="memItemLeft" align="right" valign="top">override void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#acc4b97411a8accce0bcdb2b3af3fd67c">MoveCollideY</a> (<a class="el" href="class_otter_1_1_collider.html">Collider</a> collider)</td></tr>
<tr class="memdesc:acc4b97411a8accce0bcdb2b3af3fd67c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when MoveY collides with a collider. <a href="#acc4b97411a8accce0bcdb2b3af3fd67c">More...</a><br/></td></tr>
<tr class="separator:acc4b97411a8accce0bcdb2b3af3fd67c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a97583c4f997d98d8d417d423d96b1648"><td class="memItemLeft" align="right" valign="top">override void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a97583c4f997d98d8d417d423d96b1648">MoveY</a> (int speed, <a class="el" href="class_otter_1_1_collider.html">Collider</a> collider=null)</td></tr>
<tr class="memdesc:a97583c4f997d98d8d417d423d96b1648"><td class="mdescLeft">&#160;</td><td class="mdescRight">Move the object in the Y axis by the value of speed. Sweeping collision test. <a href="#a97583c4f997d98d8d417d423d96b1648">More...</a><br/></td></tr>
<tr class="separator:a97583c4f997d98d8d417d423d96b1648"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header pub_methods_class_otter_1_1_movement"><td colspan="2" onclick="javascript:toggleInherit('pub_methods_class_otter_1_1_movement')"><img src="closed.png" alt="-"/>&#160;Public Member Functions inherited from <a class="el" href="class_otter_1_1_movement.html">Otter.Movement</a></td></tr>
<tr class="memitem:acf43e65ccec01d05e28f03571175bc7e inherit pub_methods_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html#acf43e65ccec01d05e28f03571175bc7e">AddCollision</a> (params int[] tags)</td></tr>
<tr class="memdesc:acf43e65ccec01d05e28f03571175bc7e inherit pub_methods_class_otter_1_1_movement"><td class="mdescLeft">&#160;</td><td class="mdescRight">Register a tag that the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> should check for collisions with. <a href="#acf43e65ccec01d05e28f03571175bc7e">More...</a><br/></td></tr>
<tr class="separator:acf43e65ccec01d05e28f03571175bc7e inherit pub_methods_class_otter_1_1_movement"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1bc2d85e90c87fecdd54f9b023333d9c inherit pub_methods_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html#a1bc2d85e90c87fecdd54f9b023333d9c">AddCollision</a> (params Enum[] tags)</td></tr>
<tr class="memdesc:a1bc2d85e90c87fecdd54f9b023333d9c inherit pub_methods_class_otter_1_1_movement"><td class="mdescLeft">&#160;</td><td class="mdescRight">Register a tag that the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> should check for collisions with. <a href="#a1bc2d85e90c87fecdd54f9b023333d9c">More...</a><br/></td></tr>
<tr class="separator:a1bc2d85e90c87fecdd54f9b023333d9c inherit pub_methods_class_otter_1_1_movement"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5f47e7482d46f0515b699e7ab526b1e8 inherit pub_methods_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html#a5f47e7482d46f0515b699e7ab526b1e8">RemoveCollision</a> (params int[] tags)</td></tr>
<tr class="memdesc:a5f47e7482d46f0515b699e7ab526b1e8 inherit pub_methods_class_otter_1_1_movement"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a tag from the collision checking. <a href="#a5f47e7482d46f0515b699e7ab526b1e8">More...</a><br/></td></tr>
<tr class="separator:a5f47e7482d46f0515b699e7ab526b1e8 inherit pub_methods_class_otter_1_1_movement"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8ebcbe4d84ab546d3fc1f93c349ae9b5 inherit pub_methods_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html#a8ebcbe4d84ab546d3fc1f93c349ae9b5">MoveX</a> (int speed, <a class="el" href="class_otter_1_1_collider.html">Collider</a> collider=null)</td></tr>
<tr class="memdesc:a8ebcbe4d84ab546d3fc1f93c349ae9b5 inherit pub_methods_class_otter_1_1_movement"><td class="mdescLeft">&#160;</td><td class="mdescRight">Move the object in the X axis by the value of speed. Sweeping collision test. <a href="#a8ebcbe4d84ab546d3fc1f93c349ae9b5">More...</a><br/></td></tr>
<tr class="separator:a8ebcbe4d84ab546d3fc1f93c349ae9b5 inherit pub_methods_class_otter_1_1_movement"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aae36e61c068c56418e61f751757c610d inherit pub_methods_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html#aae36e61c068c56418e61f751757c610d">MoveXY</a> (int speedX, int speedY, <a class="el" href="class_otter_1_1_collider.html">Collider</a> collider=null)</td></tr>
<tr class="memdesc:aae36e61c068c56418e61f751757c610d inherit pub_methods_class_otter_1_1_movement"><td class="mdescLeft">&#160;</td><td class="mdescRight">Shortcut to call both move x and move y. <a href="#aae36e61c068c56418e61f751757c610d">More...</a><br/></td></tr>
<tr class="separator:aae36e61c068c56418e61f751757c610d inherit pub_methods_class_otter_1_1_movement"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header pub_methods_class_otter_1_1_component"><td colspan="2" onclick="javascript:toggleInherit('pub_methods_class_otter_1_1_component')"><img src="closed.png" alt="-"/>&#160;Public Member Functions inherited from <a class="el" href="class_otter_1_1_component.html">Otter.Component</a></td></tr>
<tr class="memitem:a9614ef82f236ab6ed8c3cb9d7715e815 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a9614ef82f236ab6ed8c3cb9d7715e815">GetEntity&lt; T &gt;</a> ()</td></tr>
<tr class="memdesc:a9614ef82f236ab6ed8c3cb9d7715e815 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> as a specific Type. <a href="#a9614ef82f236ab6ed8c3cb9d7715e815">More...</a><br/></td></tr>
<tr class="separator:a9614ef82f236ab6ed8c3cb9d7715e815 inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a896ba54fa65a3208621eaa06e23ac042 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a896ba54fa65a3208621eaa06e23ac042">Added</a> ()</td></tr>
<tr class="memdesc:a896ba54fa65a3208621eaa06e23ac042 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> is added to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a896ba54fa65a3208621eaa06e23ac042">More...</a><br/></td></tr>
<tr class="separator:a896ba54fa65a3208621eaa06e23ac042 inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a36bfe8aa7c9d8e9a71d0265ed3118e81 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a36bfe8aa7c9d8e9a71d0265ed3118e81">Removed</a> ()</td></tr>
<tr class="memdesc:a36bfe8aa7c9d8e9a71d0265ed3118e81 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> is removed from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a36bfe8aa7c9d8e9a71d0265ed3118e81">More...</a><br/></td></tr>
<tr class="separator:a36bfe8aa7c9d8e9a71d0265ed3118e81 inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac0ab335d5603e5f09268e360a0710d09 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#ac0ab335d5603e5f09268e360a0710d09">RemoveSelf</a> ()</td></tr>
<tr class="memdesc:ac0ab335d5603e5f09268e360a0710d09 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Removes the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> from its parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#ac0ab335d5603e5f09268e360a0710d09">More...</a><br/></td></tr>
<tr class="separator:ac0ab335d5603e5f09268e360a0710d09 inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a44d89b80a8843ac6042dbfd4793a8df5 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a44d89b80a8843ac6042dbfd4793a8df5">UpdateFirst</a> ()</td></tr>
<tr class="memdesc:a44d89b80a8843ac6042dbfd4793a8df5 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called during the UpdateFirst on the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a44d89b80a8843ac6042dbfd4793a8df5">More...</a><br/></td></tr>
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<tr class="memitem:a2cbb5cdad72e0ea64e2f7516e025bb11 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a2cbb5cdad72e0ea64e2f7516e025bb11">Render</a> ()</td></tr>
<tr class="memdesc:a2cbb5cdad72e0ea64e2f7516e025bb11 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called during the Render on the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a2cbb5cdad72e0ea64e2f7516e025bb11">More...</a><br/></td></tr>
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<tr class="memitem:af7b18954fddd565ee9514cc2046b7cea inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#af7b18954fddd565ee9514cc2046b7cea">UpdateLast</a> ()</td></tr>
<tr class="memdesc:af7b18954fddd565ee9514cc2046b7cea inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called during the UpdateLast on the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#af7b18954fddd565ee9514cc2046b7cea">More...</a><br/></td></tr>
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<tr class="memitem:a5bc7ea52a216ad05157e7ba5dec11672 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a5bc7ea52a216ad05157e7ba5dec11672">GetComponent&lt; T &gt;</a> ()</td></tr>
<tr class="memdesc:a5bc7ea52a216ad05157e7ba5dec11672 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the first <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> of type T from this <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a>'s <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a5bc7ea52a216ad05157e7ba5dec11672">More...</a><br/></td></tr>
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<tr class="memitem:a0ee21d56d7c47862da8be5e52cefb529 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">List&lt; T &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a0ee21d56d7c47862da8be5e52cefb529">GetComponents&lt; T &gt;</a> ()</td></tr>
<tr class="memdesc:a0ee21d56d7c47862da8be5e52cefb529 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets a list of Components of type T from this <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a>'s <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a0ee21d56d7c47862da8be5e52cefb529">More...</a><br/></td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:ae4ea3598678161cc9e289a454613fec4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_speed.html">Speed</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#ae4ea3598678161cc9e289a454613fec4">Speed</a></td></tr>
<tr class="memdesc:ae4ea3598678161cc9e289a454613fec4"><td class="mdescLeft">&#160;</td><td class="mdescRight">The main input speed of the platforming movement. <a href="#ae4ea3598678161cc9e289a454613fec4">More...</a><br/></td></tr>
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<tr class="memitem:ac0f3c6527582922c2cc57185e9744716"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_speed.html">Speed</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#ac0f3c6527582922c2cc57185e9744716">ExtraSpeed</a></td></tr>
<tr class="memdesc:ac0f3c6527582922c2cc57185e9744716"><td class="mdescLeft">&#160;</td><td class="mdescRight">Any extra speed applied (from boosts, dashes, springs, conveyors, etc) <a href="#ac0f3c6527582922c2cc57185e9744716">More...</a><br/></td></tr>
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<tr class="memitem:a4f6b036cd1d0ca9359146d2c2802badb"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_speed.html">Speed</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a4f6b036cd1d0ca9359146d2c2802badb">TargetSpeed</a></td></tr>
<tr class="memdesc:a4f6b036cd1d0ca9359146d2c2802badb"><td class="mdescLeft">&#160;</td><td class="mdescRight">The target speed that the input speed will approach (used for <a class="el" href="class_otter_1_1_axis.html" title="Component that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple so...">Axis</a> input) <a href="#a4f6b036cd1d0ca9359146d2c2802badb">More...</a><br/></td></tr>
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<tr class="memitem:a9b747d6948cc255ac745903ca23b4dbb"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a9b747d6948cc255ac745903ca23b4dbb">Gravity</a></td></tr>
<tr class="memdesc:a9b747d6948cc255ac745903ca23b4dbb"><td class="mdescLeft">&#160;</td><td class="mdescRight">The acceleration applied from gravity. <a href="#a9b747d6948cc255ac745903ca23b4dbb">More...</a><br/></td></tr>
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<tr class="memitem:a5278f7dad08389d1320435b16a3bb33a"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a5278f7dad08389d1320435b16a3bb33a">GravityMultiplier</a> = 1</td></tr>
<tr class="memdesc:a5278f7dad08389d1320435b16a3bb33a"><td class="mdescLeft">&#160;</td><td class="mdescRight">The multiplication factor on the applied gravity. <a href="#a5278f7dad08389d1320435b16a3bb33a">More...</a><br/></td></tr>
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<tr class="memitem:a72b0e6afb87435736bc543822f1ba5bd"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a72b0e6afb87435736bc543822f1ba5bd">JumpStrength</a> = 1500</td></tr>
<tr class="memdesc:a72b0e6afb87435736bc543822f1ba5bd"><td class="mdescLeft">&#160;</td><td class="mdescRight">The burst of speed applied when jumping. <a href="#a72b0e6afb87435736bc543822f1ba5bd">More...</a><br/></td></tr>
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<tr class="memitem:a8afe1381aa8ddb8d50cf0d0da85371c1"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a8afe1381aa8ddb8d50cf0d0da85371c1">OnGround</a> = true</td></tr>
<tr class="memdesc:a8afe1381aa8ddb8d50cf0d0da85371c1"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the object is currently on the ground (Y+1 overlaps the ground.) <a href="#a8afe1381aa8ddb8d50cf0d0da85371c1">More...</a><br/></td></tr>
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<tr class="memitem:a776450c13902202ffd41cc68d86b5283"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a776450c13902202ffd41cc68d86b5283">JumpsLeft</a> = 0</td></tr>
<tr class="memdesc:a776450c13902202ffd41cc68d86b5283"><td class="mdescLeft">&#160;</td><td class="mdescRight">How many jumps are left to use. <a href="#a776450c13902202ffd41cc68d86b5283">More...</a><br/></td></tr>
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<tr class="memitem:aabec3ecbd35d5b508264e22a6e744ea8"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#aabec3ecbd35d5b508264e22a6e744ea8">JumpsMax</a> = 1</td></tr>
<tr class="memdesc:aabec3ecbd35d5b508264e22a6e744ea8"><td class="mdescLeft">&#160;</td><td class="mdescRight">The maximum number of jumps each time the object touches the ground. <a href="#aabec3ecbd35d5b508264e22a6e744ea8">More...</a><br/></td></tr>
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<tr class="memitem:a0c630e223c68ff5a9e303f043220125b"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a0c630e223c68ff5a9e303f043220125b">JumpBufferMax</a> = 4</td></tr>
<tr class="memdesc:a0c630e223c68ff5a9e303f043220125b"><td class="mdescLeft">&#160;</td><td class="mdescRight">The maximum amount of frames to buffer jump input for the next available moment to jump. <a href="#a0c630e223c68ff5a9e303f043220125b">More...</a><br/></td></tr>
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<tr class="memitem:a7e9efe0c4e90edd4bff9c5e41e0f0b75"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a7e9efe0c4e90edd4bff9c5e41e0f0b75">LedgeBufferMax</a> = 4</td></tr>
<tr class="memdesc:a7e9efe0c4e90edd4bff9c5e41e0f0b75"><td class="mdescLeft">&#160;</td><td class="mdescRight">The maximum number of frames to allow the object to jump after leaving the ground. <a href="#a7e9efe0c4e90edd4bff9c5e41e0f0b75">More...</a><br/></td></tr>
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<tr class="memitem:afae4d34840a3b42d265c9d62e565ff3c"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#afae4d34840a3b42d265c9d62e565ff3c">JumpEnabled</a> = true</td></tr>
<tr class="memdesc:afae4d34840a3b42d265c9d62e565ff3c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the object is capable of jumping. <a href="#afae4d34840a3b42d265c9d62e565ff3c">More...</a><br/></td></tr>
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<tr class="memitem:a479aa8f5c1076cd28040a6fd13164f61"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a479aa8f5c1076cd28040a6fd13164f61">HardDoubleJump</a> = true</td></tr>
<tr class="memdesc:a479aa8f5c1076cd28040a6fd13164f61"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if a double jump should add jump strength to the current jump, or set the Y speed to the jump speed. For example, if true then an object traveling downward will jump up at full jump strength, if false it will jump at it's downward speed minus jump strenght. <a href="#a479aa8f5c1076cd28040a6fd13164f61">More...</a><br/></td></tr>
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<tr class="memitem:a0a433cf220ceb59b24577bb82e6f99c0"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a0a433cf220ceb59b24577bb82e6f99c0">JumpDampening</a> = 0.75f</td></tr>
<tr class="memdesc:a0a433cf220ceb59b24577bb82e6f99c0"><td class="mdescLeft">&#160;</td><td class="mdescRight">How much to dampen the Y speed when the object releases the jump button in the air. <a href="#a0a433cf220ceb59b24577bb82e6f99c0">More...</a><br/></td></tr>
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<tr class="memitem:aca30f71b5356732cafbc2adf24b5f40d"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#aca30f71b5356732cafbc2adf24b5f40d">HasJumped</a> = false</td></tr>
<tr class="memdesc:aca30f71b5356732cafbc2adf24b5f40d"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the object is in the air because it jumped (instead of falling off a ledge, etc) <a href="#aca30f71b5356732cafbc2adf24b5f40d">More...</a><br/></td></tr>
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<tr class="memitem:ac0a4f5dc50234a81dacbdc17e30163d4"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#ac0a4f5dc50234a81dacbdc17e30163d4">VariableJumpHeight</a> = true</td></tr>
<tr class="memdesc:ac0a4f5dc50234a81dacbdc17e30163d4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the object can control its jump height by releasing jump while in the air. <a href="#ac0a4f5dc50234a81dacbdc17e30163d4">More...</a><br/></td></tr>
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<tr class="memitem:a9f1643223e3f8e639eed66ac574c6bc6"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a9f1643223e3f8e639eed66ac574c6bc6">UseAxis</a> = true</td></tr>
<tr class="memdesc:a9f1643223e3f8e639eed66ac574c6bc6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the movement should listen to the <a class="el" href="class_otter_1_1_axis.html" title="Component that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple so...">Axis</a> for input. <a href="#a9f1643223e3f8e639eed66ac574c6bc6">More...</a><br/></td></tr>
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<tr class="memitem:a8eb244991ff6c81636efd0d08e1b9e10"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a8eb244991ff6c81636efd0d08e1b9e10">ApplyGravity</a> = true</td></tr>
<tr class="memdesc:a8eb244991ff6c81636efd0d08e1b9e10"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the movement should have gravity applied to it. <a href="#a8eb244991ff6c81636efd0d08e1b9e10">More...</a><br/></td></tr>
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<tr class="memitem:a1c34849e10a279e2a940103568fb2b22"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_button.html">Button</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a1c34849e10a279e2a940103568fb2b22">JumpButton</a></td></tr>
<tr class="memdesc:a1c34849e10a279e2a940103568fb2b22"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_otter_1_1_button.html" title="Component used for interpreting input as a button. It can recieve input from multiple sources includi...">Button</a> used for the jumping input. <a href="#a1c34849e10a279e2a940103568fb2b22">More...</a><br/></td></tr>
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<tr class="memitem:a1a9ecc1865612664eeb57cd239b9b921"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_axis.html">Axis</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a1a9ecc1865612664eeb57cd239b9b921">Axis</a></td></tr>
<tr class="memdesc:a1a9ecc1865612664eeb57cd239b9b921"><td class="mdescLeft">&#160;</td><td class="mdescRight">The axis used for movement input. <a href="#a1a9ecc1865612664eeb57cd239b9b921">More...</a><br/></td></tr>
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<tr class="memitem:afe86cef949f2de6a83179e35bf604f69"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#afe86cef949f2de6a83179e35bf604f69">OnJump</a></td></tr>
<tr class="memdesc:afe86cef949f2de6a83179e35bf604f69"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action that is triggered on a successful jump. <a href="#afe86cef949f2de6a83179e35bf604f69">More...</a><br/></td></tr>
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<tr class="memitem:a7097c2e12335559c35fbf8282bb039c1"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a7097c2e12335559c35fbf8282bb039c1"></a>
<a class="el" href="class_otter_1_1_collider.html">Collider</a>&#160;</td><td class="memItemRight" valign="bottom"><b>JumpThroughCollider</b></td></tr>
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<tr class="memitem:ac0a20290638bc4dd5c4e62713a2ef741"><td class="memItemLeft" align="right" valign="top">Dictionary&lt; <a class="el" href="namespace_otter.html#ae9de0bb4ec2810626f0c403916255510">AccelType</a>, int &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#ac0a20290638bc4dd5c4e62713a2ef741">Acceleration</a> = new Dictionary&lt;<a class="el" href="namespace_otter.html#ae9de0bb4ec2810626f0c403916255510">AccelType</a>, int&gt;()</td></tr>
<tr class="memdesc:ac0a20290638bc4dd5c4e62713a2ef741"><td class="mdescLeft">&#160;</td><td class="mdescRight">The dictionary of acceleration values. <a href="#ac0a20290638bc4dd5c4e62713a2ef741">More...</a><br/></td></tr>
<tr class="separator:ac0a20290638bc4dd5c4e62713a2ef741"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa4d737c7070d1e07144da018539fe43c"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#aa4d737c7070d1e07144da018539fe43c">DownJumpDrop</a> = true</td></tr>
<tr class="memdesc:aa4d737c7070d1e07144da018539fe43c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if holding Down while pushing Jump will cause the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to drop through jump through platforms instead of jumping. <a href="#aa4d737c7070d1e07144da018539fe43c">More...</a><br/></td></tr>
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<tr class="inherit_header pub_attribs_class_otter_1_1_movement"><td colspan="2" onclick="javascript:toggleInherit('pub_attribs_class_otter_1_1_movement')"><img src="closed.png" alt="-"/>&#160;Public Attributes inherited from <a class="el" href="class_otter_1_1_movement.html">Otter.Movement</a></td></tr>
<tr class="memitem:a9b58fe3e663441bf8d09f23144bfe014 inherit pub_attribs_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html#a9b58fe3e663441bf8d09f23144bfe014">OnMove</a></td></tr>
<tr class="memdesc:a9b58fe3e663441bf8d09f23144bfe014 inherit pub_attribs_class_otter_1_1_movement"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action triggered after movement as been applied. Up to subclasses to implement. <a href="#a9b58fe3e663441bf8d09f23144bfe014">More...</a><br/></td></tr>
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<tr class="memitem:a4c8b05835cc53798ade9dcd5bd6a3393 inherit pub_attribs_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html#a4c8b05835cc53798ade9dcd5bd6a3393">SpeedScale</a> = 100</td></tr>
<tr class="memdesc:a4c8b05835cc53798ade9dcd5bd6a3393 inherit pub_attribs_class_otter_1_1_movement"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines how many units represent 1 pixel. Default is 100. Example: A speed of 100 would move the object 1 pixel per update. <a href="#a4c8b05835cc53798ade9dcd5bd6a3393">More...</a><br/></td></tr>
<tr class="separator:a4c8b05835cc53798ade9dcd5bd6a3393 inherit pub_attribs_class_otter_1_1_movement"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae2e1eda871b10ff547c25b671acff6f7 inherit pub_attribs_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top">new <a class="el" href="class_otter_1_1_collider.html">Collider</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html#ae2e1eda871b10ff547c25b671acff6f7">Collider</a></td></tr>
<tr class="memdesc:ae2e1eda871b10ff547c25b671acff6f7 inherit pub_attribs_class_otter_1_1_movement"><td class="mdescLeft">&#160;</td><td class="mdescRight">The main <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> to use for detecting collisions. If this is not set, no collisions will register at all! <a href="#ae2e1eda871b10ff547c25b671acff6f7">More...</a><br/></td></tr>
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<tr class="memitem:a891d080787b750c89779bdefe687cdd7 inherit pub_attribs_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html#a891d080787b750c89779bdefe687cdd7">OnCollideX</a></td></tr>
<tr class="memdesc:a891d080787b750c89779bdefe687cdd7 inherit pub_attribs_class_otter_1_1_movement"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action triggered when there is a collision in the X axis. <a href="#a891d080787b750c89779bdefe687cdd7">More...</a><br/></td></tr>
<tr class="separator:a891d080787b750c89779bdefe687cdd7 inherit pub_attribs_class_otter_1_1_movement"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a166a0bb20acc564bc92597bfc7edfed4 inherit pub_attribs_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html#a166a0bb20acc564bc92597bfc7edfed4">OnCollideY</a></td></tr>
<tr class="memdesc:a166a0bb20acc564bc92597bfc7edfed4 inherit pub_attribs_class_otter_1_1_movement"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action triggered when there is a collision in the Y axis. <a href="#a166a0bb20acc564bc92597bfc7edfed4">More...</a><br/></td></tr>
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<tr class="inherit_header pub_attribs_class_otter_1_1_component"><td colspan="2" onclick="javascript:toggleInherit('pub_attribs_class_otter_1_1_component')"><img src="closed.png" alt="-"/>&#160;Public Attributes inherited from <a class="el" href="class_otter_1_1_component.html">Otter.Component</a></td></tr>
<tr class="memitem:a622eab27046de9233e421bf9e18824fe inherit pub_attribs_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a622eab27046de9233e421bf9e18824fe">Entity</a></td></tr>
<tr class="memdesc:a622eab27046de9233e421bf9e18824fe inherit pub_attribs_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a>. <a href="#a622eab27046de9233e421bf9e18824fe">More...</a><br/></td></tr>
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<tr class="memitem:a3503c833d8f7da07162182b3af743adb inherit pub_attribs_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a3503c833d8f7da07162182b3af743adb">RenderAfterEntity</a> = true</td></tr>
<tr class="memdesc:a3503c833d8f7da07162182b3af743adb inherit pub_attribs_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> should render after the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> has rendered. <a href="#a3503c833d8f7da07162182b3af743adb">More...</a><br/></td></tr>
<tr class="separator:a3503c833d8f7da07162182b3af743adb inherit pub_attribs_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a92cf7d2d7058c35ee879daf95728c390 inherit pub_attribs_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a92cf7d2d7058c35ee879daf95728c390">Visible</a> = true</td></tr>
<tr class="memdesc:a92cf7d2d7058c35ee879daf95728c390 inherit pub_attribs_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> will render. <a href="#a92cf7d2d7058c35ee879daf95728c390">More...</a><br/></td></tr>
<tr class="separator:a92cf7d2d7058c35ee879daf95728c390 inherit pub_attribs_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aec8b7e96ceae938a19f99d6e38bd81a3 inherit pub_attribs_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#aec8b7e96ceae938a19f99d6e38bd81a3">Timer</a> = 0</td></tr>
<tr class="memdesc:aec8b7e96ceae938a19f99d6e38bd81a3 inherit pub_attribs_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">How long the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> has been alive (added to an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> and updated.) <a href="#aec8b7e96ceae938a19f99d6e38bd81a3">More...</a><br/></td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
Static Public Attributes</h2></td></tr>
<tr class="memitem:a9ec402520eada2b156b5603eee7fffb8"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a9ec402520eada2b156b5603eee7fffb8">DefaultAccleration</a> = 150</td></tr>
<tr class="memdesc:a9ec402520eada2b156b5603eee7fffb8"><td class="mdescLeft">&#160;</td><td class="mdescRight">The default acceleration value to use if none are set. <a href="#a9ec402520eada2b156b5603eee7fffb8">More...</a><br/></td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:a8c30ab96c728145ff873a93a63eca2ac"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a8c30ab96c728145ff873a93a63eca2ac">CurrentAccel</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a8c30ab96c728145ff873a93a63eca2ac"><td class="mdescLeft">&#160;</td><td class="mdescRight">The current acceleration value. <a href="#a8c30ab96c728145ff873a93a63eca2ac">More...</a><br/></td></tr>
<tr class="separator:a8c30ab96c728145ff873a93a63eca2ac"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a013815ad44f0e89eb0464c7c39d123d1"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a013815ad44f0e89eb0464c7c39d123d1">AgainstWallLeft</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a013815ad44f0e89eb0464c7c39d123d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> is currently against a wall on the left. <a href="#a013815ad44f0e89eb0464c7c39d123d1">More...</a><br/></td></tr>
<tr class="separator:a013815ad44f0e89eb0464c7c39d123d1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af530d691699008c3965f02f273d51f43"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#af530d691699008c3965f02f273d51f43">AgainstWallRight</a><code> [get, set]</code></td></tr>
<tr class="memdesc:af530d691699008c3965f02f273d51f43"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> is currently against a wall on the right. <a href="#af530d691699008c3965f02f273d51f43">More...</a><br/></td></tr>
<tr class="separator:af530d691699008c3965f02f273d51f43"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa37b9d0ebe597a3f1169cec7b990135a"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#aa37b9d0ebe597a3f1169cec7b990135a">AgainstCeiling</a><code> [get, set]</code></td></tr>
<tr class="memdesc:aa37b9d0ebe597a3f1169cec7b990135a"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> is currently against a ceiling above it. <a href="#aa37b9d0ebe597a3f1169cec7b990135a">More...</a><br/></td></tr>
<tr class="separator:aa37b9d0ebe597a3f1169cec7b990135a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6cfc98c110ef872fbaa2b93698da5fac"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a6cfc98c110ef872fbaa2b93698da5fac">JustJumped</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a6cfc98c110ef872fbaa2b93698da5fac"><td class="mdescLeft">&#160;</td><td class="mdescRight">True for one update after the object has jumped. <a href="#a6cfc98c110ef872fbaa2b93698da5fac">More...</a><br/></td></tr>
<tr class="separator:a6cfc98c110ef872fbaa2b93698da5fac"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6606c8d0d54196d0f003c57eae70306a"><td class="memItemLeft" align="right" valign="top">List&lt; int &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a6606c8d0d54196d0f003c57eae70306a">CollisionsJumpThrough</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a6606c8d0d54196d0f003c57eae70306a"><td class="mdescLeft">&#160;</td><td class="mdescRight">The list of tags to treat as jump through platforms. <a href="#a6606c8d0d54196d0f003c57eae70306a">More...</a><br/></td></tr>
<tr class="separator:a6606c8d0d54196d0f003c57eae70306a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afbb32f324a9523811560fa4bec9c44c5"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#afbb32f324a9523811560fa4bec9c44c5">SumSpeedX</a><code> [get]</code></td></tr>
<tr class="memdesc:afbb32f324a9523811560fa4bec9c44c5"><td class="mdescLeft">&#160;</td><td class="mdescRight">The total X speed. <a href="#afbb32f324a9523811560fa4bec9c44c5">More...</a><br/></td></tr>
<tr class="separator:afbb32f324a9523811560fa4bec9c44c5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1c4051ea999052059c6c382e91e3dab4"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html#a1c4051ea999052059c6c382e91e3dab4">SumSpeedY</a><code> [get]</code></td></tr>
<tr class="memdesc:a1c4051ea999052059c6c382e91e3dab4"><td class="mdescLeft">&#160;</td><td class="mdescRight">The total Y speed. <a href="#a1c4051ea999052059c6c382e91e3dab4">More...</a><br/></td></tr>
<tr class="separator:a1c4051ea999052059c6c382e91e3dab4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header properties_class_otter_1_1_movement"><td colspan="2" onclick="javascript:toggleInherit('properties_class_otter_1_1_movement')"><img src="closed.png" alt="-"/>&#160;Properties inherited from <a class="el" href="class_otter_1_1_movement.html">Otter.Movement</a></td></tr>
<tr class="memitem:a7381382d3dc1d2716cc23ca44516eeac inherit properties_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top">List&lt; int &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html#a7381382d3dc1d2716cc23ca44516eeac">CollisionsSolid</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a7381382d3dc1d2716cc23ca44516eeac inherit properties_class_otter_1_1_movement"><td class="mdescLeft">&#160;</td><td class="mdescRight">The list of types that the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> should check for collisions for when moving. <a href="#a7381382d3dc1d2716cc23ca44516eeac">More...</a><br/></td></tr>
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<tr class="inherit_header properties_class_otter_1_1_component"><td colspan="2" onclick="javascript:toggleInherit('properties_class_otter_1_1_component')"><img src="closed.png" alt="-"/>&#160;Properties inherited from <a class="el" href="class_otter_1_1_component.html">Otter.Component</a></td></tr>
<tr class="memitem:ac0f8379345a3a41105d1f78413277edd inherit properties_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#ac0f8379345a3a41105d1f78413277edd">InstanceId</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ac0f8379345a3a41105d1f78413277edd inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a>'s id for the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> its attached to. <a href="#ac0f8379345a3a41105d1f78413277edd">More...</a><br/></td></tr>
<tr class="separator:ac0f8379345a3a41105d1f78413277edd inherit properties_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af9b2b3b286b4e37001be95a0674b8285 inherit properties_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_scene.html">Scene</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#af9b2b3b286b4e37001be95a0674b8285">Scene</a><code> [get]</code></td></tr>
<tr class="memdesc:af9b2b3b286b4e37001be95a0674b8285 inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> that the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> is in. <a href="#af9b2b3b286b4e37001be95a0674b8285">More...</a><br/></td></tr>
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<tr class="memdesc:a5c5894d2272d5dd4259d952fed3c4532 inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The first <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> of the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a5c5894d2272d5dd4259d952fed3c4532">More...</a><br/></td></tr>
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<tr class="memdesc:ae1f59cc511b6b9b0ed8efd946dad6ba5 inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The first <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> of the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#ae1f59cc511b6b9b0ed8efd946dad6ba5">More...</a><br/></td></tr>
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<tr class="memdesc:af59740c53a5d56085985232b6da1be3e inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The list of Graphics from the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#af59740c53a5d56085985232b6da1be3e">More...</a><br/></td></tr>
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<tr class="memitem:ab0905b7a81b660e8aa4b1c4eb3aa7abc inherit properties_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">List&lt; <a class="el" href="class_otter_1_1_collider.html">Collider</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#ab0905b7a81b660e8aa4b1c4eb3aa7abc">Colliders</a><code> [get]</code></td></tr>
<tr class="memdesc:ab0905b7a81b660e8aa4b1c4eb3aa7abc inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The list of Colliders from the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#ab0905b7a81b660e8aa4b1c4eb3aa7abc">More...</a><br/></td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="inherited"></a>
Additional Inherited Members</h2></td></tr>
<tr class="inherit_header pro_attribs_class_otter_1_1_movement"><td colspan="2" onclick="javascript:toggleInherit('pro_attribs_class_otter_1_1_movement')"><img src="closed.png" alt="-"/>&#160;Protected Attributes inherited from <a class="el" href="class_otter_1_1_movement.html">Otter.Movement</a></td></tr>
<tr class="memitem:a08a3b4641bcd97fe4b9783522fa9c11b inherit pro_attribs_class_otter_1_1_movement"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a08a3b4641bcd97fe4b9783522fa9c11b"></a>
int&#160;</td><td class="memItemRight" valign="bottom"><b>MoveBufferX</b> = 0</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p><a class="el" href="class_otter_1_1_movement.html" title="A base class for Movement Components to extend. ">Movement</a> <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> that adds platforming movement behavior to an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. This is built for fixed framerate applications. Make sure you have the <a class="el" href="class_otter_1_1_axis.html" title="Component that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple so...">Axis</a>, JumpButton, and <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> assigned before using it! If you want to use jump through platforms, you'll also need to use the JumpThroughCollider, which should be a 1 pixel tall collider at the bottom of your <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
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<td class="memname">Otter.PlatformingMovement.PlatformingMovement </td>
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<td class="paramtype">float&#160;</td>
<td class="paramname"><em>xSpeedMax</em>, </td>
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<td class="paramtype">float&#160;</td>
<td class="paramname"><em>ySpeedMax</em>, </td>
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<td class="paramtype">float&#160;</td>
<td class="paramname"><em>gravity</em>&#160;</td>
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<p>Create a new <a class="el" href="class_otter_1_1_platforming_movement.html" title="Movement Component that adds platforming movement behavior to an Entity. This is built for fixed fram...">PlatformingMovement</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">xSpeedMax</td><td>The maximum X input speed.</td></tr>
<tr><td class="paramname">ySpeedMax</td><td>The maximum Y speed from jumping and gravity.</td></tr>
<tr><td class="paramname">gravity</td><td>The acceleration caused by gravity.</td></tr>
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<h2 class="groupheader">Member Function Documentation</h2>
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<td class="memname">void Otter.PlatformingMovement.AddJumpThrough </td>
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<td class="paramname"><em>tags</em></td><td>)</td>
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<p>Register a collision tag to treat as jump through platforms. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">tags</td><td>Tags to register.</td></tr>
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<td class="memname">void Otter.PlatformingMovement.AddJumpThrough </td>
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<td class="paramname"><em>tags</em></td><td>)</td>
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<p>Register a collision tag to treat as jump through platforms. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">tags</td><td>Tags to register.</td></tr>
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<td class="memname">override void Otter.PlatformingMovement.MoveCollideX </td>
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<td class="paramname"><em>collider</em></td><td>)</td>
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<p>Called when MoveX collides with a collider. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">collider</td><td>The collider that was hit.</td></tr>
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</dd>
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<p>Reimplemented from <a class="el" href="class_otter_1_1_movement.html#a1430d948965b5a91e185d90632a0d3dd">Otter.Movement</a>.</p>
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<td class="memname">override void Otter.PlatformingMovement.MoveCollideY </td>
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<td class="paramname"><em>collider</em></td><td>)</td>
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<p>Called when MoveY collides with a collider. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">collider</td><td>The collider that was hit.</td></tr>
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</dd>
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<p>Reimplemented from <a class="el" href="class_otter_1_1_movement.html#a8c7b1c64e25dd1d7c6a6fd2ed880dcf1">Otter.Movement</a>.</p>
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<td class="memname">override void Otter.PlatformingMovement.MoveY </td>
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<td class="paramname"><em>speed</em>, </td>
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<td class="paramtype"><a class="el" href="class_otter_1_1_collider.html">Collider</a>&#160;</td>
<td class="paramname"><em>collider</em> = <code>null</code>&#160;</td>
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<p>Move the object in the Y axis by the value of speed. Sweeping collision test. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">speed</td><td>The speed to move by (remember SpeedScale is applied.)</td></tr>
<tr><td class="paramname">collider</td><td>The <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> to use when moving.</td></tr>
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</dd>
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<p>Reimplemented from <a class="el" href="class_otter_1_1_movement.html#a7874ba8b1aa41d4aa54dc62fbc8ccf5c">Otter.Movement</a>.</p>
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<td class="memname">override void Otter.PlatformingMovement.Update </td>
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<p>Updates the movement. </p>
<p>Reimplemented from <a class="el" href="class_otter_1_1_component.html#ae777aef927019fdb858e31de6cf79909">Otter.Component</a>.</p>
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<h2 class="groupheader">Member Data Documentation</h2>
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<td class="memname">Dictionary&lt;<a class="el" href="namespace_otter.html#ae9de0bb4ec2810626f0c403916255510">AccelType</a>, int&gt; Otter.PlatformingMovement.Acceleration = new Dictionary&lt;<a class="el" href="namespace_otter.html#ae9de0bb4ec2810626f0c403916255510">AccelType</a>, int&gt;()</td>
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<p>The dictionary of acceleration values. </p>
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<td class="memname">bool Otter.PlatformingMovement.ApplyGravity = true</td>
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<p>Determines if the movement should have gravity applied to it. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_axis.html">Axis</a> Otter.PlatformingMovement.Axis</td>
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<p>The axis used for movement input. </p>
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<td class="memname">int Otter.PlatformingMovement.DefaultAccleration = 150</td>
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<p>The default acceleration value to use if none are set. </p>
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<td class="memname">bool Otter.PlatformingMovement.DownJumpDrop = true</td>
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<p>Determines if holding Down while pushing Jump will cause the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to drop through jump through platforms instead of jumping. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_speed.html">Speed</a> Otter.PlatformingMovement.ExtraSpeed</td>
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<p>Any extra speed applied (from boosts, dashes, springs, conveyors, etc) </p>
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<td class="memname">float Otter.PlatformingMovement.Gravity</td>
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<p>The acceleration applied from gravity. </p>
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<td class="memname">float Otter.PlatformingMovement.GravityMultiplier = 1</td>
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<p>The multiplication factor on the applied gravity. </p>
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<td class="memname">bool Otter.PlatformingMovement.HardDoubleJump = true</td>
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<p>Determines if a double jump should add jump strength to the current jump, or set the Y speed to the jump speed. For example, if true then an object traveling downward will jump up at full jump strength, if false it will jump at it's downward speed minus jump strenght. </p>
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<td class="memname">bool Otter.PlatformingMovement.HasJumped = false</td>
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<p>If the object is in the air because it jumped (instead of falling off a ledge, etc) </p>
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<td class="memname">int Otter.PlatformingMovement.JumpBufferMax = 4</td>
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<p>The maximum amount of frames to buffer jump input for the next available moment to jump. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_button.html">Button</a> Otter.PlatformingMovement.JumpButton</td>
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<p>The <a class="el" href="class_otter_1_1_button.html" title="Component used for interpreting input as a button. It can recieve input from multiple sources includi...">Button</a> used for the jumping input. </p>
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<td class="memname">float Otter.PlatformingMovement.JumpDampening = 0.75f</td>
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<p>How much to dampen the Y speed when the object releases the jump button in the air. </p>
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<p>Determines if the object is capable of jumping. </p>
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<td class="memname">int Otter.PlatformingMovement.JumpsLeft = 0</td>
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<p>How many jumps are left to use. </p>
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<td class="memname">int Otter.PlatformingMovement.JumpsMax = 1</td>
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<p>The maximum number of jumps each time the object touches the ground. </p>
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<td class="memname">float Otter.PlatformingMovement.JumpStrength = 1500</td>
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<p>The burst of speed applied when jumping. </p>
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<p>The maximum number of frames to allow the object to jump after leaving the ground. </p>
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<p>If the object is currently on the ground (Y+1 overlaps the ground.) </p>
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<p>An action that is triggered on a successful jump. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_speed.html">Speed</a> Otter.PlatformingMovement.Speed</td>
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<p>The main input speed of the platforming movement. </p>
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<p>The target speed that the input speed will approach (used for <a class="el" href="class_otter_1_1_axis.html" title="Component that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple so...">Axis</a> input) </p>
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<p>Determines if the movement should listen to the <a class="el" href="class_otter_1_1_axis.html" title="Component that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple so...">Axis</a> for input. </p>
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<p>Determines if the object can control its jump height by releasing jump while in the air. </p>
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<h2 class="groupheader">Property Documentation</h2>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>If the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> is currently against a ceiling above it. </p>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>If the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> is currently against a wall on the left. </p>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>If the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> is currently against a wall on the right. </p>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The list of tags to treat as jump through platforms. </p>
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<p>The current acceleration value. </p>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>True for one update after the object has jumped. </p>
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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<p>The total X speed. </p>
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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<p>The total Y speed. </p>
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<hr/>The documentation for this class was generated from the following file:<ul>
<li>Otter/Components/Movement/PlatformingMovement.cs</li>
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