VGDC 2025-2026 Club Game
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PlayerMovementController Class Reference

Handles all core movement logic for the player: More...

Inheritance diagram for PlayerMovementController:
Collaboration diagram for PlayerMovementController:

Properties

Vector2 FrameInput [get]
 Expose last-read movement input so external scripts (e.g. PlayerAnimator) can inspect facing direction.

Events

Action< bool, float > GroundedChanged
 Fired when grounded ↔ airborne; float = landing impact strength.
Action Jumped
 Fired the exact frame a jump is executed.

Detailed Description

Handles all core movement logic for the player:

– Reads per-frame input (via InputManager)

– Applies horizontal acceleration / deceleration

– Implements variable-height jumping with coyote-time and jump-buffer

– Calculates custom gravity and grounding logic

This script does not animate or play VFX/SFX directly; those concerns live in PlayerAnimator.

Property Documentation

◆ FrameInput

Vector2 PlayerMovementController.FrameInput
get

Expose last-read movement input so external scripts (e.g. PlayerAnimator) can inspect facing direction.

Event Documentation

◆ GroundedChanged

Action<bool, float> PlayerMovementController.GroundedChanged

Fired when grounded ↔ airborne; float = landing impact strength.

◆ Jumped

Action PlayerMovementController.Jumped

Fired the exact frame a jump is executed.


The documentation for this class was generated from the following file: