This commit is contained in:
RochesterX
2025-04-17 18:32:27 -04:00
parent 6b7dbea593
commit 87eb6237e5
444 changed files with 28616 additions and 3331 deletions

View File

@@ -37,7 +37,7 @@ items:
source:
id: PlayerMovement
path: ''
startLine: 2450
startLine: 2521
assemblies:
- cs.temp.dll
namespace: Player
@@ -60,10 +60,12 @@ items:
source:
id: ground
path: ''
startLine: 2458
startLine: 2533
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nLayers considered as ground for the player.\n"
example: []
syntax:
content: public LayerMask ground
return:
@@ -83,10 +85,12 @@ items:
source:
id: playerText
path: ''
startLine: 2460
startLine: 2538
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nReference to the player's UI text displaying player index.\n"
example: []
syntax:
content: public TextMeshProUGUI playerText
return:
@@ -106,10 +110,12 @@ items:
source:
id: walkSpeed
path: ''
startLine: 2463
startLine: 2544
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nBase walk speed of the player.\n"
example: []
syntax:
content: public float walkSpeed
return:
@@ -129,10 +135,12 @@ items:
source:
id: walkSpeedFactor
path: ''
startLine: 2464
startLine: 2549
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nMultiplier applied to walk speed.\n"
example: []
syntax:
content: public float walkSpeedFactor
return:
@@ -152,10 +160,12 @@ items:
source:
id: maxSpeed
path: ''
startLine: 2465
startLine: 2554
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nMaximum allowed horizontal speed for the player.\n"
example: []
syntax:
content: public float maxSpeed
return:
@@ -175,10 +185,12 @@ items:
source:
id: maxSpeedOverride
path: ''
startLine: 2466
startLine: 2559
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nRuntime override for the maximum speed.\n"
example: []
syntax:
content: public float maxSpeedOverride
return:
@@ -198,10 +210,12 @@ items:
source:
id: slowdownMultiplier
path: ''
startLine: 2467
startLine: 2564
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nMultiplier for slowing down the player when exceeding max speed.\n"
example: []
syntax:
content: public float slowdownMultiplier
return:
@@ -221,10 +235,12 @@ items:
source:
id: virtualAxisX
path: ''
startLine: 2468
startLine: 2569
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nCurrent value of the horizontal movement axis.\n"
example: []
syntax:
content: public float virtualAxisX
return:
@@ -244,10 +260,12 @@ items:
source:
id: virtualButtonJump
path: ''
startLine: 2469
startLine: 2574
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nCurrent value of the jump button (pressed or not).\n"
example: []
syntax:
content: public float virtualButtonJump
return:
@@ -267,10 +285,12 @@ items:
source:
id: virtualButtonJumpLastFrame
path: ''
startLine: 2470
startLine: 2579
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nValue of the jump button in the previous frame.\n"
example: []
syntax:
content: public float virtualButtonJumpLastFrame
return:
@@ -290,10 +310,12 @@ items:
source:
id: turnaroundMultiplier
path: ''
startLine: 2471
startLine: 2584
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nMultiplier applied when turning around to adjust speed.\n"
example: []
syntax:
content: public float turnaroundMultiplier
return:
@@ -313,10 +335,12 @@ items:
source:
id: walkSmooth
path: ''
startLine: 2472
startLine: 2589
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nSmoothing factor for walking movement.\n"
example: []
syntax:
content: public float walkSmooth
return:
@@ -336,10 +360,12 @@ items:
source:
id: secondsToFullSpeed
path: ''
startLine: 2473
startLine: 2594
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nTime in seconds to reach full speed from rest.\n"
example: []
syntax:
content: public float secondsToFullSpeed
return:
@@ -359,10 +385,12 @@ items:
source:
id: jumpSpeed
path: ''
startLine: 2474
startLine: 2599
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nForce applied when jumping.\n"
example: []
syntax:
content: public float jumpSpeed
return:
@@ -382,10 +410,12 @@ items:
source:
id: coyoteTime
path: ''
startLine: 2475
startLine: 2604
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nTime window after leaving ground where jump is still allowed (coyote time).\n"
example: []
syntax:
content: public float coyoteTime
return:
@@ -405,10 +435,12 @@ items:
source:
id: jumpLenience
path: ''
startLine: 2476
startLine: 2609
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nTime window after pressing jump where jump is still buffered.\n"
example: []
syntax:
content: public float jumpLenience
return:
@@ -428,10 +460,12 @@ items:
source:
id: timeUnableToBeDeclaredNotJumping
path: ''
startLine: 2477
startLine: 2614
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nMinimum time before the player can be declared as not jumping.\n"
example: []
syntax:
content: public float timeUnableToBeDeclaredNotJumping
return:
@@ -451,10 +485,12 @@ items:
source:
id: groundCheckDistance
path: ''
startLine: 2478
startLine: 2619
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nDistance to check below the player for ground detection.\n"
example: []
syntax:
content: public float groundCheckDistance
return:
@@ -474,14 +510,17 @@ items:
source:
id: IsBasicallyGrounded
path: ''
startLine: 2660
startLine: 2883
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nChecks if the player is considered grounded, including coyote time.\n"
example: []
syntax:
content: public bool IsBasicallyGrounded()
return:
type: System.Boolean
description: True if the player is basically grounded, otherwise false.
content.vb: Public Function IsBasicallyGrounded() As Boolean
overload: Player.PlayerMovement.IsBasicallyGrounded*
- uid: Player.PlayerMovement.IsPhysicallyGrounded
@@ -498,14 +537,17 @@ items:
source:
id: IsPhysicallyGrounded
path: ''
startLine: 2675
startLine: 2902
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nChecks if the player is physically touching the ground using raycasts.\n"
example: []
syntax:
content: public bool IsPhysicallyGrounded()
return:
type: System.Boolean
description: True if the player is physically grounded, otherwise false.
content.vb: Public Function IsPhysicallyGrounded() As Boolean
overload: Player.PlayerMovement.IsPhysicallyGrounded*
- uid: Player.PlayerMovement.GetPointInBoxCollider(BoxCollider2D,System.Single,System.Single)
@@ -522,21 +564,27 @@ items:
source:
id: GetPointInBoxCollider
path: ''
startLine: 2689
startLine: 2923
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nGets a point on the BoxCollider2D based on horizontal and vertical multipliers.\n"
example: []
syntax:
content: public Vector2 GetPointInBoxCollider(BoxCollider2D boxCollider2D, float horizontal, float vertical)
parameters:
- id: boxCollider2D
type: Global.BoxCollider2D
description: The BoxCollider2D to use.
- id: horizontal
type: System.Single
description: Horizontal offset (-1 for left, 1 for right, 0 for center).
- id: vertical
type: System.Single
description: Vertical offset (-1 for bottom, 1 for top, 0 for center).
return:
type: Global.Vector2
description: The calculated point in world space.
content.vb: Public Function GetPointInBoxCollider(boxCollider2D As BoxCollider2D, horizontal As Single, vertical As Single) As Vector2
overload: Player.PlayerMovement.GetPointInBoxCollider*
nameWithType.vb: PlayerMovement.GetPointInBoxCollider(BoxCollider2D, Single, Single)
@@ -556,10 +604,12 @@ items:
source:
id: StopVelocity
path: ''
startLine: 2698
startLine: 2935
assemblies:
- cs.temp.dll
namespace: Player
summary: "\nStops the player's velocity if grounded, removing inertia.\n"
example: []
syntax:
content: public void StopVelocity()
content.vb: Public Sub StopVelocity()