/// <summary>
 /// Skip air movements as this platform wants to control the jump button.
 /// </summary>
 /// <returns>true</returns>
 /// <c>false</c>
 /// <param name="character">The character.</param>
 /// <param name="movement">Movement being checked.</param>
 public override bool SkipMovement(Character character, Movement movement)
 {
     if (movement is AirMovement)
     {
         return true;
     }
     return false;
 }
Ejemplo n.º 2
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 /// <summary>
 /// Does this platform want to prevent the given movement from moving. Generally implementations
 /// will use the movement.GetType() to restrict specific classes of movement. Only applied
 /// when character is parented to the platform.
 /// </summary>
 /// <returns><c>true</c>, if movement should be skipped, <c>false</c> otherwise.</returns>
 /// <param name="character">Character being checked.</param>
 /// <param name="movement">Movement being checked.</param>
 public override bool SkipMovement(Character character, Movement movement)
 {
     // Skip wall movements on rotating platforms
     if (movement is WallMovement) return true;
     return false;
 }